/*
  ==============================================================================

   This file is part of the JUCE library - "Jules' Utility Class Extensions"
   Copyright 2004-9 by Raw Material Software Ltd.

  ------------------------------------------------------------------------------

   JUCE can be redistributed and/or modified under the terms of the GNU General
   Public License (Version 2), as published by the Free Software Foundation.
   A copy of the license is included in the JUCE distribution, or can be found
   online at www.gnu.org/licenses.

   JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
   WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
   A PARTICULAR PURPOSE.  See the GNU General Public License for more details.

  ------------------------------------------------------------------------------

   To release a closed-source product which uses JUCE, commercial licenses are
   available: visit www.rawmaterialsoftware.com/juce for more information.

  ==============================================================================
*/

/*
  ==============================================================================

	This header contains the entire Juce source tree, and can be #included in
	all your source files.

	As well as including this in your files, you should also add juce_inline.cpp
	to your project (or juce_inline.mm on the Mac).

  ==============================================================================
*/

#ifndef __JUCE_AMALGAMATED_TEMPLATE_JUCEHEADER__
#define __JUCE_AMALGAMATED_TEMPLATE_JUCEHEADER__

#define DONT_AUTOLINK_TO_JUCE_LIBRARY 1


/*** Start of inlined file: juce.h ***/
#ifndef __JUCE_JUCEHEADER__
#define __JUCE_JUCEHEADER__

/*
	This is the main JUCE header file that applications need to include.

*/

#define JUCE_PUBLIC_INCLUDES 1

// (this includes things that need defining outside of the JUCE namespace)

/*** Start of inlined file: juce_StandardHeader.h ***/
#ifndef __JUCE_STANDARDHEADER_JUCEHEADER__
#define __JUCE_STANDARDHEADER_JUCEHEADER__

/** Current Juce version number.

	See also SystemStats::getJUCEVersion() for a string version.
*/
#define JUCE_MAJOR_VERSION	  1
#define JUCE_MINOR_VERSION	  52
#define JUCE_BUILDNUMBER	90

/** Current Juce version number.

	Bits 16 to 32 = major version.
	Bits 8 to 16 = minor version.
	Bits 0 to 8 = point release (not currently used).

	See also SystemStats::getJUCEVersion() for a string version.
*/
#define JUCE_VERSION		((JUCE_MAJOR_VERSION << 16) + (JUCE_MINOR_VERSION << 8) + JUCE_BUILDNUMBER)


/*** Start of inlined file: juce_TargetPlatform.h ***/
#ifndef __JUCE_TARGETPLATFORM_JUCEHEADER__
#define __JUCE_TARGETPLATFORM_JUCEHEADER__

/*  This file figures out which platform is being built, and defines some macros
	that the rest of the code can use for OS-specific compilation.

	Macros that will be set here are:

	- One of JUCE_WINDOWS, JUCE_MAC or JUCE_LINUX.
	- Either JUCE_32BIT or JUCE_64BIT, depending on the architecture.
	- Either JUCE_LITTLE_ENDIAN or JUCE_BIG_ENDIAN.
	- Either JUCE_INTEL or JUCE_PPC
	- Either JUCE_GCC or JUCE_MSVC
*/

#if (defined (_WIN32) || defined (_WIN64))
  #define	   JUCE_WIN32 1
  #define	   JUCE_WINDOWS 1
#elif defined (LINUX) || defined (__linux__)
  #define	 JUCE_LINUX 1
#elif defined(__APPLE_CPP__) || defined(__APPLE_CC__)
  #include <CoreFoundation/CoreFoundation.h> // (needed to find out what platform we're using)

  #if TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR
	#define	 JUCE_IPHONE 1
	#define	 JUCE_IOS 1
  #else
	#define	 JUCE_MAC 1
  #endif
#else
  #error "Unknown platform!"
#endif

#if JUCE_WINDOWS
  #ifdef _MSC_VER
	#ifdef _WIN64
	  #define JUCE_64BIT 1
	#else
	  #define JUCE_32BIT 1
	#endif
  #endif

  #ifdef _DEBUG
	#define JUCE_DEBUG 1
  #endif

  #ifdef __MINGW32__
	#define JUCE_MINGW 1
  #endif

  /** If defined, this indicates that the processor is little-endian. */
  #define JUCE_LITTLE_ENDIAN 1

  #define JUCE_INTEL 1
#endif

#if JUCE_MAC

  #ifndef NDEBUG
	#define JUCE_DEBUG 1
  #endif

  #ifdef __LITTLE_ENDIAN__
	#define JUCE_LITTLE_ENDIAN 1
  #else
	#define JUCE_BIG_ENDIAN 1
  #endif

  #if defined (__ppc__) || defined (__ppc64__)
	#define JUCE_PPC 1
  #else
	#define JUCE_INTEL 1
  #endif

  #ifdef __LP64__
	#define JUCE_64BIT 1
  #else
	#define JUCE_32BIT 1
  #endif

  #if MAC_OS_X_VERSION_MIN_REQUIRED < MAC_OS_X_VERSION_10_4
	#error "Building for OSX 10.3 is no longer supported!"
  #endif

  #ifndef MAC_OS_X_VERSION_10_5
	#error "To build with 10.4 compatibility, use a 10.5 or 10.6 SDK and set the deployment target to 10.4"
  #endif

#endif

#if JUCE_IOS

  #ifndef NDEBUG
	#define JUCE_DEBUG 1
  #endif

  #ifdef __LITTLE_ENDIAN__
	#define JUCE_LITTLE_ENDIAN 1
  #else
	#define JUCE_BIG_ENDIAN 1
  #endif
#endif

#if JUCE_LINUX

  #ifdef _DEBUG
	#define JUCE_DEBUG 1
  #endif

  // Allow override for big-endian Linux platforms
  #ifndef JUCE_BIG_ENDIAN
	#define JUCE_LITTLE_ENDIAN 1
  #endif

  #if defined (__LP64__) || defined (_LP64)
	#define JUCE_64BIT 1
  #else
	#define JUCE_32BIT 1
  #endif

  #define JUCE_INTEL 1
#endif

// Compiler type macros.

#ifdef __GNUC__
  #define JUCE_GCC 1
#elif defined (_MSC_VER)
  #define JUCE_MSVC 1

  #if _MSC_VER >= 1400
	#define JUCE_USE_INTRINSICS 1
  #endif
#else
  #error unknown compiler
#endif

#endif   // __JUCE_TARGETPLATFORM_JUCEHEADER__
/*** End of inlined file: juce_TargetPlatform.h ***/

  // (sets up the various JUCE_WINDOWS, JUCE_MAC, etc flags)


/*** Start of inlined file: juce_Config.h ***/
#ifndef __JUCE_CONFIG_JUCEHEADER__
#define __JUCE_CONFIG_JUCEHEADER__

/*
	This file contains macros that enable/disable various JUCE features.
*/

/** The name of the namespace that all Juce classes and functions will be
	put inside. If this is not defined, no namespace will be used.
*/
#ifndef JUCE_NAMESPACE
  #define JUCE_NAMESPACE juce
#endif

/** JUCE_FORCE_DEBUG: Normally, JUCE_DEBUG is set to 1 or 0 based on compiler and
	project settings, but if you define this value, you can override this to force
	it to be true or false.
*/
#ifndef JUCE_FORCE_DEBUG
  //#define JUCE_FORCE_DEBUG 0
#endif

/** JUCE_LOG_ASSERTIONS: If this flag is enabled, the the jassert and jassertfalse
	macros will always use Logger::writeToLog() to write a message when an assertion happens.

	Enabling it will also leave this turned on in release builds. When it's disabled,
	however, the jassert and jassertfalse macros will not be compiled in a
	release build.

	@see jassert, jassertfalse, Logger
*/
#ifndef JUCE_LOG_ASSERTIONS
  #define JUCE_LOG_ASSERTIONS 0
#endif

/** JUCE_ASIO: Enables ASIO audio devices (MS Windows only).
	Turning this on means that you'll need to have the Steinberg ASIO SDK installed
	on your Windows build machine.

	See the comments in the ASIOAudioIODevice class's header file for more
	info about this.
*/
#ifndef JUCE_ASIO
  #define JUCE_ASIO 0
#endif

/** JUCE_WASAPI: Enables WASAPI audio devices (Windows Vista and above).
*/
#ifndef JUCE_WASAPI
  #define JUCE_WASAPI 0
#endif

/** JUCE_DIRECTSOUND: Enables DirectSound audio (MS Windows only).
*/
#ifndef JUCE_DIRECTSOUND
  #define JUCE_DIRECTSOUND 1
#endif

/** JUCE_ALSA: Enables ALSA audio devices (Linux only). */
#ifndef JUCE_ALSA
  #define JUCE_ALSA 1
#endif

/** JUCE_JACK: Enables JACK audio devices (Linux only). */
#ifndef JUCE_JACK
  #define JUCE_JACK 0
#endif

/** JUCE_QUICKTIME: Enables the QuickTimeMovieComponent class (Mac and Windows).
	If you're building on Windows, you'll need to have the Apple QuickTime SDK
	installed, and its header files will need to be on your include path.
*/
#if ! (defined (JUCE_QUICKTIME) || JUCE_LINUX || JUCE_IOS || (JUCE_WINDOWS && ! JUCE_MSVC))
  #define JUCE_QUICKTIME 0
#endif

#if (JUCE_IOS || JUCE_LINUX) && JUCE_QUICKTIME
  #undef JUCE_QUICKTIME
#endif

/** JUCE_OPENGL: Enables the OpenGLComponent class (available on all platforms).
	If you're not using OpenGL, you might want to turn this off to reduce your binary's size.
*/
#ifndef JUCE_OPENGL
  #define JUCE_OPENGL 1
#endif

/** JUCE_DIRECT2D: Enables the Windows 7 Direct2D renderer.
	If you're building on a platform older than Vista, you won't be able to compile with this feature.
*/
#ifndef JUCE_DIRECT2D
  #define JUCE_DIRECT2D 0
#endif

/** JUCE_USE_FLAC: Enables the FLAC audio codec classes (available on all platforms).
	If your app doesn't need to read FLAC files, you might want to disable this to
	reduce the size of your codebase and build time.
*/
#ifndef JUCE_USE_FLAC
  #define JUCE_USE_FLAC 1
#endif

/** JUCE_USE_OGGVORBIS: Enables the Ogg-Vorbis audio codec classes (available on all platforms).
	If your app doesn't need to read Ogg-Vorbis files, you might want to disable this to
	reduce the size of your codebase and build time.
*/
#ifndef JUCE_USE_OGGVORBIS
  #define JUCE_USE_OGGVORBIS 1
#endif

/** JUCE_USE_CDBURNER: Enables the audio CD reader code (Mac and Windows only).
	Unless you're using CD-burning, you should probably turn this flag off to
	reduce code size.
*/
#if (! defined (JUCE_USE_CDBURNER)) && ! (JUCE_WINDOWS && ! JUCE_MSVC)
  #define JUCE_USE_CDBURNER 1
#endif

/** JUCE_USE_CDREADER: Enables the audio CD reader code (Mac and Windows only).
	Unless you're using CD-reading, you should probably turn this flag off to
	reduce code size.
*/
#ifndef JUCE_USE_CDREADER
  #define JUCE_USE_CDREADER 1
#endif

/** JUCE_USE_CAMERA: Enables web-cam support using the CameraDevice class (Mac and Windows).
*/
#if (JUCE_QUICKTIME || JUCE_WINDOWS) && ! defined (JUCE_USE_CAMERA)
  #define JUCE_USE_CAMERA 0
#endif

/** JUCE_ENABLE_REPAINT_DEBUGGING: If this option is turned on, each area of the screen that
	gets repainted will flash in a random colour, so that you can check exactly how much and how
	often your components are being drawn.
*/
#ifndef JUCE_ENABLE_REPAINT_DEBUGGING
  #define JUCE_ENABLE_REPAINT_DEBUGGING 0
#endif

/** JUCE_USE_XINERAMA: Enables Xinerama multi-monitor support (Linux only).
	Unless you specifically want to disable this, it's best to leave this option turned on.
*/
#ifndef JUCE_USE_XINERAMA
  #define JUCE_USE_XINERAMA 1
#endif

/** JUCE_USE_XSHM: Enables X shared memory for faster rendering on Linux. This is best left
	turned on unless you have a good reason to disable it.
*/
#ifndef JUCE_USE_XSHM
  #define JUCE_USE_XSHM 1
#endif

/** JUCE_USE_XRENDER: Uses XRender to allow semi-transparent windowing on Linux.
*/
#ifndef JUCE_USE_XRENDER
  #define JUCE_USE_XRENDER 0
#endif

/** JUCE_USE_XCURSOR: Uses XCursor to allow ARGB cursor on Linux. This is best left turned on
	unless you have a good reason to disable it.
*/
#ifndef JUCE_USE_XCURSOR
  #define JUCE_USE_XCURSOR 1
#endif

/** JUCE_PLUGINHOST_VST: Enables the VST audio plugin hosting classes. This requires the
	Steinberg VST SDK to be installed on your machine, and should be left turned off unless
	you're building a plugin hosting app.

	@see VSTPluginFormat, AudioPluginFormat, AudioPluginFormatManager, JUCE_PLUGINHOST_AU
*/
#ifndef JUCE_PLUGINHOST_VST
  #define JUCE_PLUGINHOST_VST 0
#endif

/** JUCE_PLUGINHOST_AU: Enables the AudioUnit plugin hosting classes. This is Mac-only,
	of course, and should only be enabled if you're building a plugin hosting app.

	@see AudioUnitPluginFormat, AudioPluginFormat, AudioPluginFormatManager, JUCE_PLUGINHOST_VST
*/
#ifndef JUCE_PLUGINHOST_AU
  #define JUCE_PLUGINHOST_AU 0
#endif

/** JUCE_ONLY_BUILD_CORE_LIBRARY: Enabling this will avoid including any UI classes in the build.
	This should be enabled if you're writing a console application.
*/
#ifndef JUCE_ONLY_BUILD_CORE_LIBRARY
  #define JUCE_ONLY_BUILD_CORE_LIBRARY  0
#endif

/** JUCE_WEB_BROWSER: This lets you disable the WebBrowserComponent class (Mac and Windows).
	If you're not using any embedded web-pages, turning this off may reduce your code size.
*/
#ifndef JUCE_WEB_BROWSER
  #define JUCE_WEB_BROWSER 1
#endif

/** JUCE_SUPPORT_CARBON: Enabling this allows the Mac code to use old Carbon library functions.

	Carbon isn't required for a normal app, but may be needed by specialised classes like
	plugin-hosts, which support older APIs.
*/
#if ! (defined (JUCE_SUPPORT_CARBON) || defined (__LP64__))
  #define JUCE_SUPPORT_CARBON 1
#endif

/*  JUCE_INCLUDE_ZLIB_CODE: Can be used to disable Juce's embedded 3rd-party zlib code.
	You might need to tweak this if you're linking to an external zlib library in your app,
	but for normal apps, this option should be left alone.
*/
#ifndef JUCE_INCLUDE_ZLIB_CODE
  #define JUCE_INCLUDE_ZLIB_CODE	1
#endif

#ifndef JUCE_INCLUDE_FLAC_CODE
  #define JUCE_INCLUDE_FLAC_CODE	1
#endif

#ifndef JUCE_INCLUDE_OGGVORBIS_CODE
  #define JUCE_INCLUDE_OGGVORBIS_CODE   1
#endif

#ifndef JUCE_INCLUDE_PNGLIB_CODE
  #define JUCE_INCLUDE_PNGLIB_CODE	  1
#endif

#ifndef JUCE_INCLUDE_JPEGLIB_CODE
  #define JUCE_INCLUDE_JPEGLIB_CODE	 1
#endif

/** JUCE_CHECK_MEMORY_LEAKS: Enables a memory-leak check when an app terminates.
	(Currently, this only affects Windows builds in debug mode).
*/
#ifndef JUCE_CHECK_MEMORY_LEAKS
  #define JUCE_CHECK_MEMORY_LEAKS 1
#endif

/** JUCE_CATCH_UNHANDLED_EXCEPTIONS: Turn on juce's internal catching of exceptions
	that are thrown by the message dispatch loop. With it enabled, any unhandled exceptions
	are passed to the JUCEApplication::unhandledException() callback for logging.
*/
#ifndef JUCE_CATCH_UNHANDLED_EXCEPTIONS
  #define JUCE_CATCH_UNHANDLED_EXCEPTIONS 1
#endif

// If only building the core classes, we can explicitly turn off some features to avoid including them:
#if JUCE_ONLY_BUILD_CORE_LIBRARY
  #undef  JUCE_QUICKTIME
  #define JUCE_QUICKTIME 0
  #undef  JUCE_OPENGL
  #define JUCE_OPENGL 0
  #undef JUCE_USE_CDBURNER
  #define JUCE_USE_CDBURNER 0
  #undef JUCE_USE_CDREADER
  #define JUCE_USE_CDREADER 0
  #undef JUCE_WEB_BROWSER
  #define JUCE_WEB_BROWSER 0
  #undef JUCE_PLUGINHOST_AU
  #define JUCE_PLUGINHOST_AU 0
  #undef JUCE_PLUGINHOST_VST
  #define JUCE_PLUGINHOST_VST 0
#endif

#endif
/*** End of inlined file: juce_Config.h ***/

#ifdef JUCE_NAMESPACE
  #define BEGIN_JUCE_NAMESPACE	namespace JUCE_NAMESPACE {
  #define END_JUCE_NAMESPACE	  }
#else
  #define BEGIN_JUCE_NAMESPACE
  #define END_JUCE_NAMESPACE
#endif


/*** Start of inlined file: juce_PlatformDefs.h ***/
#ifndef __JUCE_PLATFORMDEFS_JUCEHEADER__
#define __JUCE_PLATFORMDEFS_JUCEHEADER__

/*  This file defines miscellaneous macros for debugging, assertions, etc.
*/

#ifdef JUCE_FORCE_DEBUG
  #undef JUCE_DEBUG

  #if JUCE_FORCE_DEBUG
	#define JUCE_DEBUG 1
  #endif
#endif

/** This macro defines the C calling convention used as the standard for Juce calls. */
#if JUCE_MSVC
  #define JUCE_CALLTYPE		 __stdcall
  #define JUCE_CDECL		__cdecl
#else
  #define JUCE_CALLTYPE
  #define JUCE_CDECL
#endif

// Debugging and assertion macros

// (For info about JUCE_LOG_ASSERTIONS, have a look in juce_Config.h)
#if JUCE_LOG_ASSERTIONS
  #define juce_LogCurrentAssertion	juce_LogAssertion (__FILE__, __LINE__);
#elif JUCE_DEBUG
  #define juce_LogCurrentAssertion    std::cerr << "JUCE Assertion failure in " << __FILE__ << ", line " << __LINE__ << std::endl;
#else
  #define juce_LogCurrentAssertion
#endif

#if JUCE_DEBUG

  // If debugging is enabled..

  /** Writes a string to the standard error stream.

	This is only compiled in a debug build.

	@see Logger::outputDebugString
  */
  #define DBG(dbgtext)		{ JUCE_NAMESPACE::String tempDbgBuf; tempDbgBuf << dbgtext; JUCE_NAMESPACE::Logger::outputDebugString (tempDbgBuf); }

  // Assertions..

  #if JUCE_WINDOWS || DOXYGEN

	#if JUCE_USE_INTRINSICS
	  #pragma intrinsic (__debugbreak)

	  /** This will try to break the debugger if one is currently hosting this app.
		  @see jassert()
	  */
	  #define juce_breakDebugger		__debugbreak();

	#elif JUCE_GCC
	  /** This will try to break the debugger if one is currently hosting this app.
		  @see jassert()
	  */
	  #define juce_breakDebugger            asm("int $3");
	#else
	  /** This will try to break the debugger if one is currently hosting this app.
		  @see jassert()
	  */
	  #define juce_breakDebugger		{ __asm int 3 }
	#endif
  #elif JUCE_MAC
	#define juce_breakDebugger		  Debugger();
  #elif JUCE_IOS
	#define juce_breakDebugger		  kill (0, SIGTRAP);
  #elif JUCE_LINUX
	#define juce_breakDebugger		  kill (0, SIGTRAP);
  #endif

  /** This will always cause an assertion failure.

	  It is only compiled in a debug build, (unless JUCE_LOG_ASSERTIONS is enabled
	  in juce_Config.h).

	  @see jassert()
  */
  #define jassertfalse		  { juce_LogCurrentAssertion; if (JUCE_NAMESPACE::juce_isRunningUnderDebugger()) juce_breakDebugger; }

  /** Platform-independent assertion macro.

	  This gets optimised out when not being built with debugging turned on.

	  Be careful not to call any functions within its arguments that are vital to
	  the behaviour of the program, because these won't get called in the release
	  build.

	  @see jassertfalse
  */
  #define jassert(expression)	   { if (! (expression)) jassertfalse; }

#else

  // If debugging is disabled, these dummy debug and assertion macros are used..

  #define DBG(dbgtext)

  #define jassertfalse		  { juce_LogCurrentAssertion }

  #if JUCE_LOG_ASSERTIONS
	#define jassert(expression)	 { if (! (expression)) jassertfalse; }
  #else
	#define jassert(a)		  { }
  #endif

#endif

#ifndef DOXYGEN
  template <bool b> struct JuceStaticAssert;
  template <> struct JuceStaticAssert <true> { static void dummy() {} };
#endif

/** A compile-time assertion macro.

	If the expression parameter is false, the macro will cause a compile error.
*/
#define static_jassert(expression)	  JuceStaticAssert<expression>::dummy();

#if JUCE_CATCH_UNHANDLED_EXCEPTIONS

  #define JUCE_TRY try

  #define JUCE_CATCH_ALL		catch (...) {}
  #define JUCE_CATCH_ALL_ASSERT	 catch (...) { jassertfalse; }

  #if JUCE_ONLY_BUILD_CORE_LIBRARY
	#define JUCE_CATCH_EXCEPTION	JUCE_CATCH_ALL
  #else
	/** Used in try-catch blocks, this macro will send exceptions to the JUCEApplication
		object so they can be logged by the application if it wants to.
	*/
	#define JUCE_CATCH_EXCEPTION \
	  catch (const std::exception& e)  \
	  { \
		  JUCEApplication::sendUnhandledException (&e, __FILE__, __LINE__); \
	  } \
	  catch (...) \
	  { \
		  JUCEApplication::sendUnhandledException (0, __FILE__, __LINE__); \
	  }
  #endif

#else

  #define JUCE_TRY
  #define JUCE_CATCH_EXCEPTION
  #define JUCE_CATCH_ALL
  #define JUCE_CATCH_ALL_ASSERT

#endif

// Macros for inlining.

#if JUCE_MSVC
  /** A platform-independent way of forcing an inline function.

	  Use the syntax: @code
	  forcedinline void myfunction (int x)
	  @endcode
  */
  #ifndef JUCE_DEBUG
	#define forcedinline  __forceinline
  #else
	#define forcedinline  inline
  #endif

  #define JUCE_ALIGN(bytes) __declspec (align (bytes))

#else
  /** A platform-independent way of forcing an inline function.

	  Use the syntax: @code
	  forcedinline void myfunction (int x)
	  @endcode
  */
  #ifndef JUCE_DEBUG
	#define forcedinline  inline __attribute__((always_inline))
  #else
	#define forcedinline  inline
  #endif

  #define JUCE_ALIGN(bytes) __attribute__ ((aligned (bytes)))

#endif

#endif   // __JUCE_PLATFORMDEFS_JUCEHEADER__
/*** End of inlined file: juce_PlatformDefs.h ***/

// Now we'll include any OS headers we need.. (at this point we are outside the Juce namespace).
#if JUCE_MSVC
  #if (defined(_MSC_VER) && (_MSC_VER <= 1200))
	#pragma warning (disable: 4284 4786)  // (spurious VC6 warnings)
  #endif

  #pragma warning (push)
  #pragma warning (disable: 4514 4245 4100)
#endif

#include <cstdlib>
#include <cstdarg>
#include <climits>
#include <limits>
#include <cmath>
#include <cwchar>
#include <stdexcept>
#include <typeinfo>
#include <cstring>
#include <cstdio>
#include <iostream>

#if JUCE_USE_INTRINSICS
  #include <intrin.h>
#endif

#if JUCE_MAC || JUCE_IOS
  #include <libkern/OSAtomic.h>
#endif

#if JUCE_LINUX
  #include <signal.h>

  #if __INTEL_COMPILER
	#if __ia64__
	  #include <ia64intrin.h>
	#else
	  #include <ia32intrin.h>
	#endif
  #endif
#endif

#if JUCE_MSVC && JUCE_DEBUG
  #include <crtdbg.h>
#endif

#if JUCE_MSVC
  #include <malloc.h>
  #pragma warning (pop)

  #if ! JUCE_PUBLIC_INCLUDES
	#pragma warning (4: 4511 4512 4100)  // (enable some warnings that are turned off in VC8)
  #endif
#endif

// DLL building settings on Win32
#if JUCE_MSVC
  #ifdef JUCE_DLL_BUILD
	#define JUCE_API __declspec (dllexport)
	#pragma warning (disable: 4251)
  #elif defined (JUCE_DLL)
	#define JUCE_API __declspec (dllimport)
	#pragma warning (disable: 4251)
  #endif
#elif defined (__GNUC__) && ((__GNUC__ >= 4) || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
  #ifdef JUCE_DLL_BUILD
	#define JUCE_API __attribute__ ((visibility("default")))
  #endif
#endif

#ifndef JUCE_API
  /** This macro is added to all juce public class declarations. */
  #define JUCE_API
#endif

/** This macro is added to all juce public function declarations. */
#define JUCE_PUBLIC_FUNCTION	JUCE_API JUCE_CALLTYPE

// Now include some basics that are needed by most of the Juce classes...
BEGIN_JUCE_NAMESPACE

extern JUCE_API bool JUCE_CALLTYPE juce_isRunningUnderDebugger();

#if JUCE_LOG_ASSERTIONS
  extern JUCE_API void juce_LogAssertion (const char* filename, int lineNum) throw();
#endif


/*** Start of inlined file: juce_Memory.h ***/
#ifndef __JUCE_MEMORY_JUCEHEADER__
#define __JUCE_MEMORY_JUCEHEADER__

/*
	This file defines the various juce_malloc(), juce_free() macros that should be used in
	preference to the standard calls.
*/

#if JUCE_DEBUG && JUCE_MSVC && JUCE_CHECK_MEMORY_LEAKS
  #ifndef JUCE_DLL

	// Win32 debug non-DLL versions..

	/** This should be used instead of calling malloc directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_malloc(numBytes)		 _malloc_dbg  (numBytes, _NORMAL_BLOCK, __FILE__, __LINE__)

	/** This should be used instead of calling calloc directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_calloc(numBytes)		 _calloc_dbg  (1, numBytes, _NORMAL_BLOCK, __FILE__, __LINE__)

	/** This should be used instead of calling realloc directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_realloc(location, numBytes)	  _realloc_dbg (location, numBytes, _NORMAL_BLOCK, __FILE__, __LINE__)

	/** This should be used instead of calling free directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_free(location)		   _free_dbg	(location, _NORMAL_BLOCK)

  #else

	// Win32 debug DLL versions..

	// For the DLL, we'll define some functions in the DLL that will be used for allocation - that
	// way all juce calls in the DLL and in the host API will all use the same allocator.
	extern JUCE_API void* juce_DebugMalloc (const int size, const char* file, const int line);
	extern JUCE_API void* juce_DebugCalloc (const int size, const char* file, const int line);
	extern JUCE_API void* juce_DebugRealloc (void* const block, const int size, const char* file, const int line);
	extern JUCE_API void juce_DebugFree (void* const block);

	/** This should be used instead of calling malloc directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_malloc(numBytes)		 JUCE_NAMESPACE::juce_DebugMalloc (numBytes, __FILE__, __LINE__)

	/** This should be used instead of calling calloc directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_calloc(numBytes)		 JUCE_NAMESPACE::juce_DebugCalloc (numBytes, __FILE__, __LINE__)

	/** This should be used instead of calling realloc directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_realloc(location, numBytes)	  JUCE_NAMESPACE::juce_DebugRealloc (location, numBytes, __FILE__, __LINE__)

	/** This should be used instead of calling free directly.
		Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
	*/
	#define juce_free(location)		   JUCE_NAMESPACE::juce_DebugFree (location)
  #endif

  #if ! defined (_AFXDLL)
	/** This macro can be added to classes to add extra debugging information to the memory
		allocated for them, so you can see the type of objects involved when there's a dump
		of leaked objects at program shutdown. (Only works on win32 at the moment).
	*/
	#define juce_UseDebuggingNewOperator \
	  static void* operator new (size_t sz)	   { void* const p = juce_malloc ((int) sz); return (p != 0) ? p : ::operator new (sz); } \
	  static void* operator new (size_t, void* p)	 { return p; } \
	  static void operator delete (void* p)	   { juce_free (p); } \
	  static void operator delete (void*, void*)	  { }
  #endif

#elif defined (JUCE_DLL)

  // Win32 DLL (release) versions..

  // For the DLL, we'll define some functions in the DLL that will be used for allocation - that
  // way all juce calls in the DLL and in the host API will all use the same allocator.
  extern JUCE_API void* juce_Malloc (const int size);
  extern JUCE_API void* juce_Calloc (const int size);
  extern JUCE_API void* juce_Realloc (void* const block, const int size);
  extern JUCE_API void juce_Free (void* const block);

  /** This should be used instead of calling malloc directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_malloc(numBytes)		 JUCE_NAMESPACE::juce_Malloc (numBytes)

  /** This should be used instead of calling calloc directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_calloc(numBytes)		 JUCE_NAMESPACE::juce_Calloc (numBytes)

  /** This should be used instead of calling realloc directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_realloc(location, numBytes)	  JUCE_NAMESPACE::juce_Realloc (location, numBytes)

  /** This should be used instead of calling free directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_free(location)		   JUCE_NAMESPACE::juce_Free (location)

  #define juce_UseDebuggingNewOperator \
	static void* operator new (size_t sz)	   { void* const p = juce_malloc ((int) sz); return (p != 0) ? p : ::operator new (sz); } \
	static void* operator new (size_t, void* p)	 { return p; } \
	static void operator delete (void* p)	   { juce_free (p); } \
	static void operator delete (void*, void*)	  { }

#else

  // Mac, Linux and Win32 (release) versions..

  /** This should be used instead of calling malloc directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_malloc(numBytes)		 malloc (numBytes)

  /** This should be used instead of calling calloc directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_calloc(numBytes)		 calloc (1, numBytes)

  /** This should be used instead of calling realloc directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_realloc(location, numBytes)	  realloc (location, numBytes)

  /** This should be used instead of calling free directly.
	  Only use direct memory allocation if there's really no way to use a HeapBlock object instead!
  */
  #define juce_free(location)		   free (location)

#endif

/** This macro can be added to classes to add extra debugging information to the memory
	allocated for them, so you can see the type of objects involved when there's a dump
	of leaked objects at program shutdown. (Only works on win32 at the moment).

	Note that if you create a class that inherits from a class that uses this macro,
	your class must also use the macro, otherwise you'll probably get compile errors
	because of ambiguous new operators.

	Most of the JUCE classes use it, so see these for examples of where it should go.
*/
#ifndef juce_UseDebuggingNewOperator
  #define juce_UseDebuggingNewOperator
#endif

#if JUCE_MSVC
  /** This is a compiler-independent way of declaring a variable as being thread-local.

	  E.g.
	  @code
	  juce_ThreadLocal int myVariable;
	  @endcode
  */
  #define juce_ThreadLocal	__declspec(thread)
#else
  #define juce_ThreadLocal	__thread
#endif

#if JUCE_MINGW
  /** This allocator is not defined in mingw gcc. */
  #define alloca		  __builtin_alloca
#endif

/** Clears a block of memory. */
inline void zeromem (void* memory, size_t numBytes) throw()	 { memset (memory, 0, numBytes); }

/** Clears a reference to a local structure. */
template <typename Type>
inline void zerostruct (Type& structure) throw()			{ memset (&structure, 0, sizeof (structure)); }

/** A handy function that calls delete on a pointer if it's non-zero, and then sets
	the pointer to null.
*/
template <typename Type>
inline void deleteAndZero (Type& pointer)			   { delete pointer; pointer = 0; }

/** A handy function which adds a number of bytes to any type of pointer and returns the result.
	This can be useful to avoid casting pointers to a char* and back when you want to move them by
	a specific number of bytes,
*/
template <typename Type>
inline Type* addBytesToPointer (Type* pointer, int bytes) throw()   { return (Type*) (((char*) pointer) + bytes); }

#endif   // __JUCE_MEMORY_JUCEHEADER__
/*** End of inlined file: juce_Memory.h ***/


/*** Start of inlined file: juce_MathsFunctions.h ***/
#ifndef __JUCE_MATHSFUNCTIONS_JUCEHEADER__
#define __JUCE_MATHSFUNCTIONS_JUCEHEADER__

/*
	This file sets up some handy mathematical typdefs and functions.
*/

// Definitions for the int8, int16, int32, int64 and pointer_sized_int types.

/** A platform-independent 8-bit signed integer type. */
typedef signed char		 int8;
/** A platform-independent 8-bit unsigned integer type. */
typedef unsigned char		   uint8;
/** A platform-independent 16-bit signed integer type. */
typedef signed short		int16;
/** A platform-independent 16-bit unsigned integer type. */
typedef unsigned short		  uint16;
/** A platform-independent 32-bit signed integer type. */
typedef signed int		  int32;
/** A platform-independent 32-bit unsigned integer type. */
typedef unsigned int		uint32;

#if JUCE_MSVC
  /** A platform-independent 64-bit integer type. */
  typedef __int64		   int64;
  /** A platform-independent 64-bit unsigned integer type. */
  typedef unsigned __int64	  uint64;
  /** A platform-independent macro for writing 64-bit literals, needed because
	  different compilers have different syntaxes for this.

	  E.g. writing literal64bit (0x1000000000) will translate to 0x1000000000LL for
	  GCC, or 0x1000000000 for MSVC.
  */
  #define literal64bit(longLiteral)	 ((__int64) longLiteral)
#else
  /** A platform-independent 64-bit integer type. */
  typedef long long		 int64;
  /** A platform-independent 64-bit unsigned integer type. */
  typedef unsigned long long	uint64;
  /** A platform-independent macro for writing 64-bit literals, needed because
	  different compilers have different syntaxes for this.

	  E.g. writing literal64bit (0x1000000000) will translate to 0x1000000000LL for
	  GCC, or 0x1000000000 for MSVC.
  */
  #define literal64bit(longLiteral)	 (longLiteral##LL)
#endif

#if JUCE_64BIT
  /** A signed integer type that's guaranteed to be large enough to hold a pointer without truncating it. */
  typedef int64			 pointer_sized_int;
  /** An unsigned integer type that's guaranteed to be large enough to hold a pointer without truncating it. */
  typedef uint64			pointer_sized_uint;
#elif _MSC_VER >= 1300
  /** A signed integer type that's guaranteed to be large enough to hold a pointer without truncating it. */
  typedef _W64 int		  pointer_sized_int;
  /** An unsigned integer type that's guaranteed to be large enough to hold a pointer without truncating it. */
  typedef _W64 unsigned int	 pointer_sized_uint;
#else
  /** A signed integer type that's guaranteed to be large enough to hold a pointer without truncating it. */
  typedef int			   pointer_sized_int;
  /** An unsigned integer type that's guaranteed to be large enough to hold a pointer without truncating it. */
  typedef unsigned int		  pointer_sized_uint;
#endif

/** A platform-independent unicode character type. */
typedef wchar_t			 juce_wchar;

// Some indispensible min/max functions

/** Returns the larger of two values. */
template <typename Type>
inline Type jmax (const Type a, const Type b)						   { return (a < b) ? b : a; }

/** Returns the larger of three values. */
template <typename Type>
inline Type jmax (const Type a, const Type b, const Type c)				 { return (a < b) ? ((b < c) ? c : b) : ((a < c) ? c : a); }

/** Returns the larger of four values. */
template <typename Type>
inline Type jmax (const Type a, const Type b, const Type c, const Type d)		   { return jmax (a, jmax (b, c, d)); }

/** Returns the smaller of two values. */
template <typename Type>
inline Type jmin (const Type a, const Type b)						   { return (b < a) ? b : a; }

/** Returns the smaller of three values. */
template <typename Type>
inline Type jmin (const Type a, const Type b, const Type c)				 { return (b < a) ? ((c < b) ? c : b) : ((c < a) ? c : a); }

/** Returns the smaller of four values. */
template <typename Type>
inline Type jmin (const Type a, const Type b, const Type c, const Type d)		   { return jmin (a, jmin (b, c, d)); }

/** Constrains a value to keep it within a given range.

	This will check that the specified value lies between the lower and upper bounds
	specified, and if not, will return the nearest value that would be in-range. Effectively,
	it's like calling jmax (lowerLimit, jmin (upperLimit, value)).

	Note that it expects that lowerLimit <= upperLimit. If this isn't true,
	the results will be unpredictable.

	@param lowerLimit	   the minimum value to return
	@param upperLimit	   the maximum value to return
	@param valueToConstrain	 the value to try to return
	@returns	the closest value to valueToConstrain which lies between lowerLimit
				and upperLimit (inclusive)
	@see jlimit0To, jmin, jmax
*/
template <typename Type>
inline Type jlimit (const Type lowerLimit,
					const Type upperLimit,
					const Type valueToConstrain) throw()
{
	jassert (lowerLimit <= upperLimit); // if these are in the wrong order, results are unpredictable..

	return (valueToConstrain < lowerLimit) ? lowerLimit
										   : ((upperLimit < valueToConstrain) ? upperLimit
																			  : valueToConstrain);
}

/** Handy function to swap two values over.
*/
template <typename Type>
inline void swapVariables (Type& variable1, Type& variable2)
{
	const Type tempVal = variable1;
	variable1 = variable2;
	variable2 = tempVal;
}

/** Handy function for getting the number of elements in a simple const C array.

	E.g.
	@code
	static int myArray[] = { 1, 2, 3 };

	int numElements = numElementsInArray (myArray) // returns 3
	@endcode
*/
template <typename Type, int N>
inline int numElementsInArray (Type (&array)[N])
{
	(void) array; // (required to avoid a spurious warning in MS compilers)
	sizeof (0[array]); // This line should cause an error if you pass an object with a user-defined subscript operator
	return N;
}

// Some useful maths functions that aren't always present with all compilers and build settings.

/** Using juce_hypot and juce_hypotf is easier than dealing with all the different
	versions of these functions of various platforms and compilers. */
inline double juce_hypot (double a, double b) throw()
{
  #if JUCE_WINDOWS
	return _hypot (a, b);
  #else
	return hypot (a, b);
  #endif
}

/** Using juce_hypot and juce_hypotf is easier than dealing with all the different
	versions of these functions of various platforms and compilers. */
inline float juce_hypotf (float a, float b) throw()
{
  #if JUCE_WINDOWS
	return (float) _hypot (a, b);
  #else
	return hypotf (a, b);
  #endif
}

/** 64-bit abs function. */
inline int64 abs64 (const int64 n) throw()
{
	return (n >= 0) ? n : -n;
}

/** This templated negate function will negate pointers as well as integers */
template <typename Type>
inline Type juce_negate (Type n) throw()
{
	return sizeof (Type) == 1 ? (Type) -(char) n
		: (sizeof (Type) == 2 ? (Type) -(short) n
		: (sizeof (Type) == 4 ? (Type) -(int) n
		: ((Type) -(int64) n)));
}

/** This templated negate function will negate pointers as well as integers */
template <typename Type>
inline Type* juce_negate (Type* n) throw()
{
	return (Type*) -(pointer_sized_int) n;
}

/** A predefined value for Pi, at double-precision.

	@see float_Pi
*/
const double  double_Pi  = 3.1415926535897932384626433832795;

/** A predefined value for Pi, at sngle-precision.

	@see double_Pi
*/
const float   float_Pi   = 3.14159265358979323846f;

/** The isfinite() method seems to vary between platforms, so this is a
	platform-independent function for it.
*/
template <typename FloatingPointType>
inline bool juce_isfinite (FloatingPointType value)
{
	#if JUCE_WINDOWS
	  return _finite (value);
	#else
	  return std::isfinite (value);
	#endif
}

/** Fast floating-point-to-integer conversion.

	This is faster than using the normal c++ cast to convert a float to an int, and
	it will round the value to the nearest integer, rather than rounding it down
	like the normal cast does.

	Note that this routine gets its speed at the expense of some accuracy, and when
	rounding values whose floating point component is exactly 0.5, odd numbers and
	even numbers will be rounded up or down differently.
*/
template <typename FloatType>
inline int roundToInt (const FloatType value) throw()
{
	union { int asInt[2]; double asDouble; } n;
	n.asDouble = ((double) value) + 6755399441055744.0;

	#if JUCE_BIG_ENDIAN
	  return n.asInt [1];
	#else
	  return n.asInt [0];
	#endif
}

/** Fast floating-point-to-integer conversion.

	This is a slightly slower and slightly more accurate version of roundDoubleToInt(). It works
	fine for values above zero, but negative numbers are rounded the wrong way.
*/
inline int roundToIntAccurate (const double value) throw()
{
	return roundToInt (value + 1.5e-8);
}

/** Fast floating-point-to-integer conversion.

	This is faster than using the normal c++ cast to convert a double to an int, and
	it will round the value to the nearest integer, rather than rounding it down
	like the normal cast does.

	Note that this routine gets its speed at the expense of some accuracy, and when
	rounding values whose floating point component is exactly 0.5, odd numbers and
	even numbers will be rounded up or down differently. For a more accurate conversion,
	see roundDoubleToIntAccurate().
*/
inline int roundDoubleToInt (const double value) throw()
{
	return roundToInt (value);
}

/** Fast floating-point-to-integer conversion.

	This is faster than using the normal c++ cast to convert a float to an int, and
	it will round the value to the nearest integer, rather than rounding it down
	like the normal cast does.

	Note that this routine gets its speed at the expense of some accuracy, and when
	rounding values whose floating point component is exactly 0.5, odd numbers and
	even numbers will be rounded up or down differently.
*/
inline int roundFloatToInt (const float value) throw()
{
	return roundToInt (value);
}

/** This namespace contains a few template classes for helping work out class type variations.
*/
namespace TypeHelpers
{
#if defined (_MSC_VER) && _MSC_VER <= 1400
	#define PARAMETER_TYPE(a) a
#else
	/** The ParameterType struct is used to find the best type to use when passing some kind
		of object as a parameter.

		Of course, this is only likely to be useful in certain esoteric template situations.

		Because "typename TypeHelpers::ParameterType<SomeClass>::type" is a bit of a mouthful, there's
		a PARAMETER_TYPE(SomeClass) macro that you can use to get the same effect.

		E.g. "myFunction (PARAMETER_TYPE (int), PARAMETER_TYPE (MyObject))"
		would evaluate to "myfunction (int, const MyObject&)", keeping any primitive types as
		pass-by-value, but passing objects as a const reference, to avoid copying.
	*/
	template <typename Type> struct ParameterType		   { typedef const Type& type; };

#if ! DOXYGEN
	template <typename Type> struct ParameterType <Type&>	   { typedef Type& type; };
	template <typename Type> struct ParameterType <Type*>	   { typedef Type* type; };
	template <>		  struct ParameterType <char>		{ typedef char type; };
	template <>		  struct ParameterType <unsigned char>   { typedef unsigned char type; };
	template <>		  struct ParameterType <short>	   { typedef short type; };
	template <>		  struct ParameterType <unsigned short>  { typedef unsigned short type; };
	template <>		  struct ParameterType <int>		 { typedef int type; };
	template <>		  struct ParameterType <unsigned int>	{ typedef unsigned int type; };
	template <>		  struct ParameterType <long>		{ typedef long type; };
	template <>		  struct ParameterType <unsigned long>   { typedef unsigned long type; };
	template <>		  struct ParameterType <int64>	   { typedef int64 type; };
	template <>		  struct ParameterType <uint64>	  { typedef uint64 type; };
	template <>		  struct ParameterType <bool>		{ typedef bool type; };
	template <>		  struct ParameterType <float>	   { typedef float type; };
	template <>		  struct ParameterType <double>	  { typedef double type; };
#endif

	/** A helpful macro to simplify the use of the ParameterType template.
		@see ParameterType
	*/
	#define PARAMETER_TYPE(a)	typename TypeHelpers::ParameterType<a>::type
#endif
}

#endif   // __JUCE_MATHSFUNCTIONS_JUCEHEADER__
/*** End of inlined file: juce_MathsFunctions.h ***/


/*** Start of inlined file: juce_ByteOrder.h ***/
#ifndef __JUCE_BYTEORDER_JUCEHEADER__
#define __JUCE_BYTEORDER_JUCEHEADER__

/** Contains static methods for converting the byte order between different
	endiannesses.
*/
class JUCE_API  ByteOrder
{
public:

	/** Swaps the upper and lower bytes of a 16-bit integer. */
	static uint16 swap (uint16 value);

	/** Reverses the order of the 4 bytes in a 32-bit integer. */
	static uint32 swap (uint32 value);

	/** Reverses the order of the 8 bytes in a 64-bit integer. */
	static uint64 swap (uint64 value);

	/** Swaps the byte order of a 16-bit int if the CPU is big-endian */
	static uint16 swapIfBigEndian (uint16 value);

	/** Swaps the byte order of a 32-bit int if the CPU is big-endian */
	static uint32 swapIfBigEndian (uint32 value);

	/** Swaps the byte order of a 64-bit int if the CPU is big-endian */
	static uint64 swapIfBigEndian (uint64 value);

	/** Swaps the byte order of a 16-bit int if the CPU is little-endian */
	static uint16 swapIfLittleEndian (uint16 value);

	/** Swaps the byte order of a 32-bit int if the CPU is little-endian */
	static uint32 swapIfLittleEndian (uint32 value);

	/** Swaps the byte order of a 64-bit int if the CPU is little-endian */
	static uint64 swapIfLittleEndian (uint64 value);

	/** Turns 4 bytes into a little-endian integer. */
	static uint32 littleEndianInt (const void* bytes);

	/** Turns 2 bytes into a little-endian integer. */
	static uint16 littleEndianShort (const void* bytes);

	/** Turns 4 bytes into a big-endian integer. */
	static uint32 bigEndianInt (const void* bytes);

	/** Turns 2 bytes into a big-endian integer. */
	static uint16 bigEndianShort (const void* bytes);

	/** Converts 3 little-endian bytes into a signed 24-bit value (which is sign-extended to 32 bits). */
	static int littleEndian24Bit (const char* bytes);

	/** Converts 3 big-endian bytes into a signed 24-bit value (which is sign-extended to 32 bits). */
	static int bigEndian24Bit (const char* bytes);

	/** Copies a 24-bit number to 3 little-endian bytes. */
	static void littleEndian24BitToChars (int value, char* destBytes);

	/** Copies a 24-bit number to 3 big-endian bytes. */
	static void bigEndian24BitToChars (int value, char* destBytes);

	/** Returns true if the current CPU is big-endian. */
	static bool isBigEndian();

private:
	ByteOrder();
	ByteOrder (const ByteOrder&);
	ByteOrder& operator= (const ByteOrder&);
};

#if JUCE_USE_INTRINSICS
  #pragma intrinsic (_byteswap_ulong)
#endif

inline uint16 ByteOrder::swap (uint16 n)
{
  #if JUCE_USE_INTRINSICSxxx // agh - the MS compiler has an internal error when you try to use this intrinsic!
	return static_cast <uint16> (_byteswap_ushort (n));
  #else
	return static_cast <uint16> ((n << 8) | (n >> 8));
  #endif
}

inline uint32 ByteOrder::swap (uint32 n)
{
  #if JUCE_MAC || JUCE_IOS
	return OSSwapInt32 (n);
  #elif JUCE_GCC
	asm("bswap %%eax" : "=a"(n) : "a"(n));
	return n;
  #elif JUCE_USE_INTRINSICS
	return _byteswap_ulong (n);
  #else
	__asm {
		mov eax, n
		bswap eax
		mov n, eax
	}
	return n;
  #endif
}

inline uint64 ByteOrder::swap (uint64 value)
{
  #if JUCE_MAC || JUCE_IOS
	return OSSwapInt64 (value);
  #elif JUCE_USE_INTRINSICS
	return _byteswap_uint64 (value);
  #else
	return (((int64) swap ((uint32) value)) << 32) | swap ((uint32) (value >> 32));
  #endif
}

#if JUCE_LITTLE_ENDIAN
 inline uint16 ByteOrder::swapIfBigEndian (const uint16 v)				  { return v; }
 inline uint32 ByteOrder::swapIfBigEndian (const uint32 v)				  { return v; }
 inline uint64 ByteOrder::swapIfBigEndian (const uint64 v)				  { return v; }
 inline uint16 ByteOrder::swapIfLittleEndian (const uint16 v)				   { return swap (v); }
 inline uint32 ByteOrder::swapIfLittleEndian (const uint32 v)				   { return swap (v); }
 inline uint64 ByteOrder::swapIfLittleEndian (const uint64 v)				   { return swap (v); }
 inline uint32 ByteOrder::littleEndianInt (const void* const bytes)			 { return *static_cast <const uint32*> (bytes); }
 inline uint16 ByteOrder::littleEndianShort (const void* const bytes)			   { return *static_cast <const uint16*> (bytes); }
 inline uint32 ByteOrder::bigEndianInt (const void* const bytes)				{ return swap (*static_cast <const uint32*> (bytes)); }
 inline uint16 ByteOrder::bigEndianShort (const void* const bytes)			  { return swap (*static_cast <const uint16*> (bytes)); }
 inline bool ByteOrder::isBigEndian()							   { return false; }
#else
 inline uint16 ByteOrder::swapIfBigEndian (const uint16 v)				  { return swap (v); }
 inline uint32 ByteOrder::swapIfBigEndian (const uint32 v)				  { return swap (v); }
 inline uint64 ByteOrder::swapIfBigEndian (const uint64 v)				  { return swap (v); }
 inline uint16 ByteOrder::swapIfLittleEndian (const uint16 v)				   { return v; }
 inline uint32 ByteOrder::swapIfLittleEndian (const uint32 v)				   { return v; }
 inline uint64 ByteOrder::swapIfLittleEndian (const uint64 v)				   { return v; }
 inline uint32 ByteOrder::littleEndianInt (const void* const bytes)			 { return swap (*static_cast <const uint32*> (bytes)); }
 inline uint16 ByteOrder::littleEndianShort (const void* const bytes)			   { return swap (*static_cast <const uint16*> (bytes)); }
 inline uint32 ByteOrder::bigEndianInt (const void* const bytes)				{ return *static_cast <const uint32*> (bytes); }
 inline uint16 ByteOrder::bigEndianShort (const void* const bytes)			  { return *static_cast <const uint16*> (bytes); }
 inline bool ByteOrder::isBigEndian()							   { return true; }
#endif

inline int  ByteOrder::littleEndian24Bit (const char* const bytes)			  { return (((int) bytes[2]) << 16) | (((uint32) (uint8) bytes[1]) << 8) | ((uint32) (uint8) bytes[0]); }
inline int  ByteOrder::bigEndian24Bit (const char* const bytes)				 { return (((int) bytes[0]) << 16) | (((uint32) (uint8) bytes[1]) << 8) | ((uint32) (uint8) bytes[2]); }
inline void ByteOrder::littleEndian24BitToChars (const int value, char* const destBytes)	{ destBytes[0] = (char)(value & 0xff); destBytes[1] = (char)((value >> 8) & 0xff); destBytes[2] = (char)((value >> 16) & 0xff); }
inline void ByteOrder::bigEndian24BitToChars (const int value, char* const destBytes)	   { destBytes[0] = (char)((value >> 16) & 0xff); destBytes[1] = (char)((value >> 8) & 0xff); destBytes[2] = (char)(value & 0xff); }

#endif   // __JUCE_BYTEORDER_JUCEHEADER__
/*** End of inlined file: juce_ByteOrder.h ***/


/*** Start of inlined file: juce_Logger.h ***/
#ifndef __JUCE_LOGGER_JUCEHEADER__
#define __JUCE_LOGGER_JUCEHEADER__


/*** Start of inlined file: juce_String.h ***/
#ifndef __JUCE_STRING_JUCEHEADER__
#define __JUCE_STRING_JUCEHEADER__


/*** Start of inlined file: juce_CharacterFunctions.h ***/
#ifndef __JUCE_CHARACTERFUNCTIONS_JUCEHEADER__
#define __JUCE_CHARACTERFUNCTIONS_JUCEHEADER__

#define JUCE_T(stringLiteral)	 (L##stringLiteral)
typedef juce_wchar		tchar;

#if ! JUCE_DONT_DEFINE_MACROS

/** The 'T' macro allows a literal string to be compiled as unicode.

	If you write your string literals in the form T("xyz"), it will be compiled as L"xyz"
	or "xyz", depending on which representation is best for the String class to work with.

	Because the 'T' symbol is occasionally used inside 3rd-party library headers which you
	may need to include after juce.h, you can use the juce_withoutMacros.h file (in
	the juce/src directory) to avoid defining this macro. See the comments in
	juce_withoutMacros.h for more info.
*/
#define T(stringLiteral)		JUCE_T(stringLiteral)

#endif

/**
	A set of methods for manipulating characters and character strings, with
	duplicate methods to handle 8-bit and unicode characters.

	These are defined as wrappers around the basic C string handlers, to provide
	a clean, cross-platform layer, (because various platforms differ in the
	range of C library calls that they provide).

	@see String
*/
class JUCE_API  CharacterFunctions
{
public:
	static int length (const char* s) throw();
	static int length (const juce_wchar* s) throw();

	static void copy (char* dest, const char* src, int maxBytes) throw();
	static void copy (juce_wchar* dest, const juce_wchar* src, int maxChars) throw();

	static void copy (juce_wchar* dest, const char* src, int maxChars) throw();
	static void copy (char* dest, const juce_wchar* src, int maxBytes) throw();
	static int bytesRequiredForCopy (const juce_wchar* src) throw();

	static void append (char* dest, const char* src) throw();
	static void append (juce_wchar* dest, const juce_wchar* src) throw();

	static int compare (const char* s1, const char* s2) throw();
	static int compare (const juce_wchar* s1, const juce_wchar* s2) throw();
	static int compare (const juce_wchar* s1, const char* s2) throw();
	static int compare (const char* s1, const juce_wchar* s2) throw();

	static int compare (const char* s1, const char* s2, int maxChars) throw();
	static int compare (const juce_wchar* s1, const juce_wchar* s2, int maxChars) throw();

	static int compareIgnoreCase (const char* s1, const char* s2) throw();
	static int compareIgnoreCase (const juce_wchar* s1, const juce_wchar* s2) throw();
	static int compareIgnoreCase (const juce_wchar* s1, const char* s2) throw();

	static int compareIgnoreCase (const char* s1, const char* s2, int maxChars) throw();
	static int compareIgnoreCase (const juce_wchar* s1, const juce_wchar* s2, int maxChars) throw();

	static const char* find (const char* haystack, const char* needle) throw();
	static const juce_wchar* find (const juce_wchar* haystack, const juce_wchar* needle) throw();

	static int indexOfChar (const char* haystack, char needle, bool ignoreCase) throw();
	static int indexOfChar (const juce_wchar* haystack, juce_wchar needle, bool ignoreCase) throw();

	static int indexOfCharFast (const char* haystack, char needle) throw();
	static int indexOfCharFast (const juce_wchar* haystack, juce_wchar needle) throw();

	static int getIntialSectionContainingOnly (const char* text, const char* allowedChars) throw();
	static int getIntialSectionContainingOnly (const juce_wchar* text, const juce_wchar* allowedChars) throw();

	static int ftime (char* dest, int maxChars, const char* format, const struct tm* tm) throw();
	static int ftime (juce_wchar* dest, int maxChars, const juce_wchar* format, const struct tm* tm) throw();

	static int getIntValue (const char* s) throw();
	static int getIntValue (const juce_wchar* s) throw();

	static int64 getInt64Value (const char* s) throw();
	static int64 getInt64Value (const juce_wchar* s) throw();

	static double getDoubleValue (const char* s) throw();
	static double getDoubleValue (const juce_wchar* s) throw();

	static char toUpperCase (char character) throw();
	static juce_wchar toUpperCase (juce_wchar character) throw();
	static void toUpperCase (char* s) throw();

	static void toUpperCase (juce_wchar* s) throw();
	static bool isUpperCase (char character) throw();
	static bool isUpperCase (juce_wchar character) throw();

	static char toLowerCase (char character) throw();
	static juce_wchar toLowerCase (juce_wchar character) throw();
	static void toLowerCase (char* s) throw();
	static void toLowerCase (juce_wchar* s) throw();
	static bool isLowerCase (char character) throw();
	static bool isLowerCase (juce_wchar character) throw();

	static bool isWhitespace (char character) throw();
	static bool isWhitespace (juce_wchar character) throw();

	static bool isDigit (char character) throw();
	static bool isDigit (juce_wchar character) throw();

	static bool isLetter (char character) throw();
	static bool isLetter (juce_wchar character) throw();

	static bool isLetterOrDigit (char character) throw();
	static bool isLetterOrDigit (juce_wchar character) throw();

	/** Returns 0 to 16 for '0' to 'F", or -1 for characters that aren't a legel
		hex digit.
	*/
	static int getHexDigitValue (juce_wchar digit) throw();
};

#endif   // __JUCE_CHARACTERFUNCTIONS_JUCEHEADER__
/*** End of inlined file: juce_CharacterFunctions.h ***/

class OutputStream;

/**
	The JUCE String class!

	Using a reference-counted internal representation, these strings are fast
	and efficient, and there are methods to do just about any operation you'll ever
	dream of.

	@see StringArray, StringPairArray
*/
class JUCE_API  String
{
public:

	/** Creates an empty string.

		@see empty
	*/
	String() throw();

	/** Creates a copy of another string. */
	String (const String& other) throw();

	/** Creates a string from a zero-terminated text string.
		The string is assumed to be stored in the default system encoding.
	*/
	String (const char* text);

	/** Creates a string from an string of characters.

		This will use up the the first maxChars characters of the string (or
		less if the string is actually shorter)
	*/
	String (const char* text, size_t maxChars);

	/** Creates a string from a zero-terminated unicode text string. */
	String (const juce_wchar* unicodeText);

	/** Creates a string from a unicode text string.

		This will use up the the first maxChars characters of the string (or
		less if the string is actually shorter)
	*/
	String (const juce_wchar* unicodeText, size_t maxChars);

	/** Creates a string from a single character. */
	static const String charToString (juce_wchar character);

	/** Destructor. */
	~String() throw();

	/** This is an empty string that can be used whenever one is needed.

		It's better to use this than String() because it explains what's going on
		and is more efficient.
	*/
	static const String empty;

	/** Generates a probably-unique 32-bit hashcode from this string. */
	int hashCode() const throw();

	/** Generates a probably-unique 64-bit hashcode from this string. */
	int64 hashCode64() const throw();

	/** Returns the number of characters in the string. */
	int length() const throw();

	// Assignment and concatenation operators..

	/** Replaces this string's contents with another string. */
	String& operator= (const String& other) throw();

	/** Appends another string at the end of this one. */
	String& operator+= (const juce_wchar* textToAppend);
	/** Appends another string at the end of this one. */
	String& operator+= (const String& stringToAppend);
	/** Appends a character at the end of this string. */
	String& operator+= (char characterToAppend);
	/** Appends a character at the end of this string. */
	String& operator+= (juce_wchar characterToAppend);
	/** Appends a decimal number at the end of this string. */
	String& operator+= (int numberToAppend);
	/** Appends a decimal number at the end of this string. */
	String& operator+= (unsigned int numberToAppend);

	/** Appends a string at the end of this one.

		@param textToAppend	 the string to add
		@param maxCharsToTake   the maximum number of characters to take from the string passed in
	*/
	void append (const juce_wchar* textToAppend, int maxCharsToTake);

	// Comparison methods..

	/** Returns true if the string contains no characters.

		Note that there's also an isNotEmpty() method to help write readable code.

		@see containsNonWhitespaceChars()
	*/
	inline bool isEmpty() const throw()			 { return text[0] == 0; }

	/** Returns true if the string contains at least one character.

		Note that there's also an isEmpty() method to help write readable code.

		@see containsNonWhitespaceChars()
	*/
	inline bool isNotEmpty() const throw()		  { return text[0] != 0; }

	/** Case-insensitive comparison with another string. */
	bool equalsIgnoreCase (const String& other) const throw();

	/** Case-insensitive comparison with another string. */
	bool equalsIgnoreCase (const juce_wchar* other) const throw();

	/** Case-insensitive comparison with another string. */
	bool equalsIgnoreCase (const char* other) const throw();

	/** Case-sensitive comparison with another string.
		@returns	 0 if the two strings are identical; negative if this string
					 comes before the other one alphabetically, or positive if it
					 comes after it.
	*/
	int compare (const String& other) const throw();

	/** Case-sensitive comparison with another string.
		@returns	 0 if the two strings are identical; negative if this string
					 comes before the other one alphabetically, or positive if it
					 comes after it.
	*/
	int compare (const char* other) const throw();

	/** Case-sensitive comparison with another string.
		@returns	 0 if the two strings are identical; negative if this string
					 comes before the other one alphabetically, or positive if it
					 comes after it.
	*/
	int compare (const juce_wchar* other) const throw();

	/** Case-insensitive comparison with another string.
		@returns	 0 if the two strings are identical; negative if this string
					 comes before the other one alphabetically, or positive if it
					 comes after it.
	*/
	int compareIgnoreCase (const String& other) const throw();

	/** Lexicographic comparison with another string.

		The comparison used here is case-insensitive and ignores leading non-alphanumeric
		characters, making it good for sorting human-readable strings.

		@returns	 0 if the two strings are identical; negative if this string
					 comes before the other one alphabetically, or positive if it
					 comes after it.
	*/
	int compareLexicographically (const String& other) const throw();

	/** Tests whether the string begins with another string.
		If the parameter is an empty string, this will always return true.
		Uses a case-sensitive comparison.
	*/
	bool startsWith (const String& text) const throw();

	/** Tests whether the string begins with a particular character.
		If the character is 0, this will always return false.
		Uses a case-sensitive comparison.
	*/
	bool startsWithChar (juce_wchar character) const throw();

	/** Tests whether the string begins with another string.
		If the parameter is an empty string, this will always return true.
		Uses a case-insensitive comparison.
	*/
	bool startsWithIgnoreCase (const String& text) const throw();

	/** Tests whether the string ends with another string.
		If the parameter is an empty string, this will always return true.
		Uses a case-sensitive comparison.
	*/
	bool endsWith (const String& text) const throw();

	/** Tests whether the string ends with a particular character.
		If the character is 0, this will always return false.
		Uses a case-sensitive comparison.
	*/
	bool endsWithChar (juce_wchar character) const throw();

	/** Tests whether the string ends with another string.
		If the parameter is an empty string, this will always return true.
		Uses a case-insensitive comparison.
	*/
	bool endsWithIgnoreCase (const String& text) const throw();

	/** Tests whether the string contains another substring.
		If the parameter is an empty string, this will always return true.
		Uses a case-sensitive comparison.
	*/
	bool contains (const String& text) const throw();

	/** Tests whether the string contains a particular character.
		Uses a case-sensitive comparison.
	*/
	bool containsChar (juce_wchar character) const throw();

	/** Tests whether the string contains another substring.
		Uses a case-insensitive comparison.
	*/
	bool containsIgnoreCase (const String& text) const throw();

	/** Tests whether the string contains another substring as a distict word.

		@returns	true if the string contains this word, surrounded by
					non-alphanumeric characters
		@see indexOfWholeWord, containsWholeWordIgnoreCase
	*/
	bool containsWholeWord (const String& wordToLookFor) const throw();

	/** Tests whether the string contains another substring as a distict word.

		@returns	true if the string contains this word, surrounded by
					non-alphanumeric characters
		@see indexOfWholeWordIgnoreCase, containsWholeWord
	*/
	bool containsWholeWordIgnoreCase (const String& wordToLookFor) const throw();

	/** Finds an instance of another substring if it exists as a distict word.

		@returns	if the string contains this word, surrounded by non-alphanumeric characters,
					then this will return the index of the start of the substring. If it isn't
					found, then it will return -1
		@see indexOfWholeWordIgnoreCase, containsWholeWord
	*/
	int indexOfWholeWord (const String& wordToLookFor) const throw();

	/** Finds an instance of another substring if it exists as a distict word.

		@returns	if the string contains this word, surrounded by non-alphanumeric characters,
					then this will return the index of the start of the substring. If it isn't
					found, then it will return -1
		@see indexOfWholeWord, containsWholeWordIgnoreCase
	*/
	int indexOfWholeWordIgnoreCase (const String& wordToLookFor) const throw();

	/** Looks for any of a set of characters in the string.

		Uses a case-sensitive comparison.

		@returns	true if the string contains any of the characters from
					the string that is passed in.
	*/
	bool containsAnyOf (const String& charactersItMightContain) const throw();

	/** Looks for a set of characters in the string.

		Uses a case-sensitive comparison.

		@returns	Returns false if any of the characters in this string do not occur in
					the parameter string. If this string is empty, the return value will
					always be true.
	*/
	bool containsOnly (const String& charactersItMightContain) const throw();

	/** Returns true if this string contains any non-whitespace characters.

		This will return false if the string contains only whitespace characters, or
		if it's empty.

		It is equivalent to calling "myString.trim().isNotEmpty()".
	*/
	bool containsNonWhitespaceChars() const throw();

	/** Returns true if the string matches this simple wildcard expression.

		So for example String ("abcdef").matchesWildcard ("*DEF", true) would return true.

		This isn't a full-blown regex though! The only wildcard characters supported
		are "*" and "?". It's mainly intended for filename pattern matching.
	*/
	bool matchesWildcard (const String& wildcard, bool ignoreCase) const throw();

	// Substring location methods..

	/** Searches for a character inside this string.

		Uses a case-sensitive comparison.

		@returns	the index of the first occurrence of the character in this
					string, or -1 if it's not found.
	*/
	int indexOfChar (juce_wchar characterToLookFor) const throw();

	/** Searches for a character inside this string.

		Uses a case-sensitive comparison.

		@param startIndex	   the index from which the search should proceed
		@param characterToLookFor   the character to look for
		@returns		the index of the first occurrence of the character in this
							string, or -1 if it's not found.
	*/
	int indexOfChar (int startIndex, juce_wchar characterToLookFor) const throw();

	/** Returns the index of the first character that matches one of the characters
		passed-in to this method.

		This scans the string, beginning from the startIndex supplied, and if it finds
		a character that appears in the string charactersToLookFor, it returns its index.

		If none of these characters are found, it returns -1.

		If ignoreCase is true, the comparison will be case-insensitive.

		@see indexOfChar, lastIndexOfAnyOf
	*/
	int indexOfAnyOf (const String& charactersToLookFor,
					  int startIndex = 0,
					  bool ignoreCase = false) const throw();

	/** Searches for a substring within this string.

		Uses a case-sensitive comparison.

		@returns	the index of the first occurrence of this substring, or -1 if it's not found.
	*/
	int indexOf (const String& text) const throw();

	/** Searches for a substring within this string.

		Uses a case-sensitive comparison.

		@param startIndex	   the index from which the search should proceed
		@param textToLookFor	the string to search for
		@returns		the index of the first occurrence of this substring, or -1 if it's not found.
	*/
	int indexOf (int startIndex,
				 const String& textToLookFor) const throw();

	/** Searches for a substring within this string.

		Uses a case-insensitive comparison.

		@returns	the index of the first occurrence of this substring, or -1 if it's not found.
	*/
	int indexOfIgnoreCase (const String& textToLookFor) const throw();

	/** Searches for a substring within this string.

		Uses a case-insensitive comparison.

		@param startIndex	   the index from which the search should proceed
		@param textToLookFor	the string to search for
		@returns		the index of the first occurrence of this substring, or -1 if it's not found.
	*/
	int indexOfIgnoreCase (int startIndex,
						   const String& textToLookFor) const throw();

	/** Searches for a character inside this string (working backwards from the end of the string).

		Uses a case-sensitive comparison.

		@returns		the index of the last occurrence of the character in this
							string, or -1 if it's not found.
	*/
	int lastIndexOfChar (juce_wchar character) const throw();

	/** Searches for a substring inside this string (working backwards from the end of the string).

		Uses a case-sensitive comparison.

		@returns		the index of the start of the last occurrence of the
							substring within this string, or -1 if it's not found.
	*/
	int lastIndexOf (const String& textToLookFor) const throw();

	/** Searches for a substring inside this string (working backwards from the end of the string).

		Uses a case-insensitive comparison.

		@returns		the index of the start of the last occurrence of the
							substring within this string, or -1 if it's not found.
	*/
	int lastIndexOfIgnoreCase (const String& textToLookFor) const throw();

	/** Returns the index of the last character in this string that matches one of the
		characters passed-in to this method.

		This scans the string backwards, starting from its end, and if it finds
		a character that appears in the string charactersToLookFor, it returns its index.

		If none of these characters are found, it returns -1.

		If ignoreCase is true, the comparison will be case-insensitive.

		@see lastIndexOf, indexOfAnyOf
	*/
	int lastIndexOfAnyOf (const String& charactersToLookFor,
						  bool ignoreCase = false) const throw();

	// Substring extraction and manipulation methods..

	/** Returns the character at this index in the string.

		No checks are made to see if the index is within a valid range, so be careful!
	*/
	inline const juce_wchar& operator[] (int index) const throw()  { jassert (((unsigned int) index) <= (unsigned int) length()); return text [index]; }

	/** Returns a character from the string such that it can also be altered.

		This can be used as a way of easily changing characters in the string.

		Note that the index passed-in is not checked to see whether it's in-range, so
		be careful when using this.
	*/
	juce_wchar& operator[] (int index);

	/** Returns the final character of the string.

		If the string is empty this will return 0.
	*/
	juce_wchar getLastCharacter() const throw();

	/** Returns a subsection of the string.

		If the range specified is beyond the limits of the string, as much as
		possible is returned.

		@param startIndex   the index of the start of the substring needed
		@param endIndex	 all characters from startIndex up to (but not including)
							this index are returned
		@see fromFirstOccurrenceOf, dropLastCharacters, getLastCharacters, upToFirstOccurrenceOf
	*/
	const String substring (int startIndex, int endIndex) const;

	/** Returns a section of the string, starting from a given position.

		@param startIndex   the first character to include. If this is beyond the end
							of the string, an empty string is returned. If it is zero or
							less, the whole string is returned.
		@returns		the substring from startIndex up to the end of the string
		@see dropLastCharacters, getLastCharacters, fromFirstOccurrenceOf, upToFirstOccurrenceOf, fromLastOccurrenceOf
	*/
	const String substring (int startIndex) const;

	/** Returns a version of this string with a number of characters removed
		from the end.

		@param numberToDrop	 the number of characters to drop from the end of the
								string. If this is greater than the length of the string,
								an empty string will be returned. If zero or less, the
								original string will be returned.
		@see substring, fromFirstOccurrenceOf, upToFirstOccurrenceOf, fromLastOccurrenceOf, getLastCharacter
	*/
	const String dropLastCharacters (int numberToDrop) const;

	/** Returns a number of characters from the end of the string.

		This returns the last numCharacters characters from the end of the string. If the
		string is shorter than numCharacters, the whole string is returned.

		@see substring, dropLastCharacters, getLastCharacter
	*/
	const String getLastCharacters (int numCharacters) const;

	/** Returns a section of the string starting from a given substring.

		This will search for the first occurrence of the given substring, and
		return the section of the string starting from the point where this is
		found (optionally not including the substring itself).

		e.g. for the string "123456", fromFirstOccurrenceOf ("34", true) would return "3456", and
									  fromFirstOccurrenceOf ("34", false) would return "56".

		If the substring isn't found, the method will return an empty string.

		If ignoreCase is true, the comparison will be case-insensitive.

		@see upToFirstOccurrenceOf, fromLastOccurrenceOf
	*/
	const String fromFirstOccurrenceOf (const String& substringToStartFrom,
										bool includeSubStringInResult,
										bool ignoreCase) const;

	/** Returns a section of the string starting from the last occurrence of a given substring.

		Similar to fromFirstOccurrenceOf(), but using the last occurrence of the substring, and
		unlike fromFirstOccurrenceOf(), if the substring isn't found, this method will
		return the whole of the original string.

		@see fromFirstOccurrenceOf, upToLastOccurrenceOf
	*/
	const String fromLastOccurrenceOf (const String& substringToFind,
									   bool includeSubStringInResult,
									   bool ignoreCase) const;

	/** Returns the start of this string, up to the first occurrence of a substring.

		This will search for the first occurrence of a given substring, and then
		return a copy of the string, up to the position of this substring,
		optionally including or excluding the substring itself in the result.

		e.g. for the string "123456", upTo ("34", false) would return "12", and
									  upTo ("34", true) would return "1234".

		If the substring isn't found, this will return the whole of the original string.

		@see upToLastOccurrenceOf, fromFirstOccurrenceOf
	*/
	const String upToFirstOccurrenceOf (const String& substringToEndWith,
										bool includeSubStringInResult,
										bool ignoreCase) const;

	/** Returns the start of this string, up to the last occurrence of a substring.

		Similar to upToFirstOccurrenceOf(), but this finds the last occurrence rather than the first.
		If the substring isn't found, this will return the whole of the original string.

		@see upToFirstOccurrenceOf, fromFirstOccurrenceOf
	*/
	const String upToLastOccurrenceOf (const String& substringToFind,
									   bool includeSubStringInResult,
									   bool ignoreCase) const;

	/** Returns a copy of this string with any whitespace characters removed from the start and end. */
	const String trim() const;
	/** Returns a copy of this string with any whitespace characters removed from the start. */
	const String trimStart() const;
	/** Returns a copy of this string with any whitespace characters removed from the end. */
	const String trimEnd() const;

	/** Returns a copy of this string, having removed a specified set of characters from its start.
		Characters are removed from the start of the string until it finds one that is not in the
		specified set, and then it stops.
		@param charactersToTrim	 the set of characters to remove.
		@see trim, trimStart, trimCharactersAtEnd
	*/
	const String trimCharactersAtStart (const String& charactersToTrim) const;

	/** Returns a copy of this string, having removed a specified set of characters from its end.
		Characters are removed from the end of the string until it finds one that is not in the
		specified set, and then it stops.
		@param charactersToTrim	 the set of characters to remove.
		@see trim, trimEnd, trimCharactersAtStart
	*/
	const String trimCharactersAtEnd (const String& charactersToTrim) const;

	/** Returns an upper-case version of this string. */
	const String toUpperCase() const;

	/** Returns an lower-case version of this string. */
	const String toLowerCase() const;

	/** Replaces a sub-section of the string with another string.

		This will return a copy of this string, with a set of characters
		from startIndex to startIndex + numCharsToReplace removed, and with
		a new string inserted in their place.

		Note that this is a const method, and won't alter the string itself.

		@param startIndex		   the first character to remove. If this is beyond the bounds of the string,
										it will be constrained to a valid range.
		@param numCharactersToReplace   the number of characters to remove. If zero or less, no
										characters will be taken out.
		@param stringToInsert	   the new string to insert at startIndex after the characters have been
										removed.
	*/
	const String replaceSection (int startIndex,
								 int numCharactersToReplace,
								 const String& stringToInsert) const;

	/** Replaces all occurrences of a substring with another string.

		Returns a copy of this string, with any occurrences of stringToReplace
		swapped for stringToInsertInstead.

		Note that this is a const method, and won't alter the string itself.
	*/
	const String replace (const String& stringToReplace,
						  const String& stringToInsertInstead,
						  bool ignoreCase = false) const;

	/** Returns a string with all occurrences of a character replaced with a different one. */
	const String replaceCharacter (juce_wchar characterToReplace,
								   juce_wchar characterToInsertInstead) const;

	/** Replaces a set of characters with another set.

		Returns a string in which each character from charactersToReplace has been replaced
		by the character at the equivalent position in newCharacters (so the two strings
		passed in must be the same length).

		e.g. replaceCharacters ("abc", "def") replaces 'a' with 'd', 'b' with 'e', etc.

		Note that this is a const method, and won't affect the string itself.
	*/
	const String replaceCharacters (const String& charactersToReplace,
									const String& charactersToInsertInstead) const;

	/** Returns a version of this string that only retains a fixed set of characters.

		This will return a copy of this string, omitting any characters which are not
		found in the string passed-in.

		e.g. for "1122334455", retainCharacters ("432") would return "223344"

		Note that this is a const method, and won't alter the string itself.
	*/
	const String retainCharacters (const String& charactersToRetain) const;

	/** Returns a version of this string with a set of characters removed.

		This will return a copy of this string, omitting any characters which are
		found in the string passed-in.

		e.g. for "1122334455", removeCharacters ("432") would return "1155"

		Note that this is a const method, and won't alter the string itself.
	*/
	const String removeCharacters (const String& charactersToRemove) const;

	/** Returns a section from the start of the string that only contains a certain set of characters.

		This returns the leftmost section of the string, up to (and not including) the
		first character that doesn't appear in the string passed in.
	*/
	const String initialSectionContainingOnly (const String& permittedCharacters) const;

	/** Returns a section from the start of the string that only contains a certain set of characters.

		This returns the leftmost section of the string, up to (and not including) the
		first character that occurs in the string passed in.
	*/
	const String initialSectionNotContaining (const String& charactersToStopAt) const;

	/** Checks whether the string might be in quotation marks.

		@returns	true if the string begins with a quote character (either a double or single quote).
					It is also true if there is whitespace before the quote, but it doesn't check the end of the string.
		@see unquoted, quoted
	*/
	bool isQuotedString() const;

	/** Removes quotation marks from around the string, (if there are any).

		Returns a copy of this string with any quotes removed from its ends. Quotes that aren't
		at the ends of the string are not affected. If there aren't any quotes, the original string
		is returned.

		Note that this is a const method, and won't alter the string itself.

		@see isQuotedString, quoted
	*/
	const String unquoted() const;

	/** Adds quotation marks around a string.

		This will return a copy of the string with a quote at the start and end, (but won't
		add the quote if there's already one there, so it's safe to call this on strings that
		may already have quotes around them).

		Note that this is a const method, and won't alter the string itself.

		@param quoteCharacter   the character to add at the start and end
		@see isQuotedString, unquoted
	*/
	const String quoted (juce_wchar quoteCharacter = '"') const;

	/** Creates a string which is a version of a string repeated and joined together.

		@param stringToRepeat	 the string to repeat
		@param numberOfTimesToRepeat  how many times to repeat it
	*/
	static const String repeatedString (const String& stringToRepeat,
										int numberOfTimesToRepeat);

	/** Returns a copy of this string with the specified character repeatedly added to its
		beginning until the total length is at least the minimum length specified.
	*/
	const String paddedLeft (juce_wchar padCharacter, int minimumLength) const;

	/** Returns a copy of this string with the specified character repeatedly added to its
		end until the total length is at least the minimum length specified.
	*/
	const String paddedRight (juce_wchar padCharacter, int minimumLength) const;

	/** Creates a string from data in an unknown format.

		This looks at some binary data and tries to guess whether it's Unicode
		or 8-bit characters, then returns a string that represents it correctly.

		Should be able to handle Unicode endianness correctly, by looking at
		the first two bytes.
	*/
	static const String createStringFromData (const void* data, int size);

	/** Creates a String from a printf-style parameter list.

		I don't like this method. I don't use it myself, and I recommend avoiding it and
		using the operator<< methods or pretty much anything else instead. It's only provided
		here because of the popular unrest that was stirred-up when I tried to remove it...

		If you're really determined to use it, at least make sure that you never, ever,
		pass any String objects to it as parameters.
	*/
	static const String formatted (const juce_wchar* formatString, ... );

	// Numeric conversions..

	/** Creates a string containing this signed 32-bit integer as a decimal number.

		@see getIntValue, getFloatValue, getDoubleValue, toHexString
	*/
	explicit String (int decimalInteger);

	/** Creates a string containing this unsigned 32-bit integer as a decimal number.

		@see getIntValue, getFloatValue, getDoubleValue, toHexString
	*/
	explicit String (unsigned int decimalInteger);

	/** Creates a string containing this signed 16-bit integer as a decimal number.

		@see getIntValue, getFloatValue, getDoubleValue, toHexString
	*/
	explicit String (short decimalInteger);

	/** Creates a string containing this unsigned 16-bit integer as a decimal number.

		@see getIntValue, getFloatValue, getDoubleValue, toHexString
	*/
	explicit String (unsigned short decimalInteger);

	/** Creates a string containing this signed 64-bit integer as a decimal number.

		@see getLargeIntValue, getFloatValue, getDoubleValue, toHexString
	*/
	explicit String (int64 largeIntegerValue);

	/** Creates a string containing this unsigned 64-bit integer as a decimal number.

		@see getLargeIntValue, getFloatValue, getDoubleValue, toHexString
	*/
	explicit String (uint64 largeIntegerValue);

	/** Creates a string representing this floating-point number.

		@param floatValue		   the value to convert to a string
		@param numberOfDecimalPlaces	if this is > 0, it will format the number using that many
										decimal places, and will not use exponent notation. If 0 or
										less, it will use exponent notation if necessary.
		@see getDoubleValue, getIntValue
	*/
	explicit String (float floatValue,
					 int numberOfDecimalPlaces = 0);

	/** Creates a string representing this floating-point number.

		@param doubleValue		  the value to convert to a string
		@param numberOfDecimalPlaces	if this is > 0, it will format the number using that many
										decimal places, and will not use exponent notation. If 0 or
										less, it will use exponent notation if necessary.

		@see getFloatValue, getIntValue
	*/
	explicit String (double doubleValue,
					 int numberOfDecimalPlaces = 0);

	/** Reads the value of the string as a decimal number (up to 32 bits in size).

		@returns the value of the string as a 32 bit signed base-10 integer.
		@see getTrailingIntValue, getHexValue32, getHexValue64
	*/
	int getIntValue() const throw();

	/** Reads the value of the string as a decimal number (up to 64 bits in size).

		@returns the value of the string as a 64 bit signed base-10 integer.
	*/
	int64 getLargeIntValue() const throw();

	/** Parses a decimal number from the end of the string.

		This will look for a value at the end of the string.
		e.g. for "321 xyz654" it will return 654; for "2 3 4" it'll return 4.

		Negative numbers are not handled, so "xyz-5" returns 5.

		@see getIntValue
	*/
	int getTrailingIntValue() const throw();

	/** Parses this string as a floating point number.

		@returns	the value of the string as a 32-bit floating point value.
		@see getDoubleValue
	*/
	float getFloatValue() const throw();

	/** Parses this string as a floating point number.

		@returns	the value of the string as a 64-bit floating point value.
		@see getFloatValue
	*/
	double getDoubleValue() const throw();

	/** Parses the string as a hexadecimal number.

		Non-hexadecimal characters in the string are ignored.

		If the string contains too many characters, then the lowest significant
		digits are returned, e.g. "ffff12345678" would produce 0x12345678.

		@returns	a 32-bit number which is the value of the string in hex.
	*/
	int getHexValue32() const throw();

	/** Parses the string as a hexadecimal number.

		Non-hexadecimal characters in the string are ignored.

		If the string contains too many characters, then the lowest significant
		digits are returned, e.g. "ffff1234567812345678" would produce 0x1234567812345678.

		@returns	a 64-bit number which is the value of the string in hex.
	*/
	int64 getHexValue64() const throw();

	/** Creates a string representing this 32-bit value in hexadecimal. */
	static const String toHexString (int number);

	/** Creates a string representing this 64-bit value in hexadecimal. */
	static const String toHexString (int64 number);

	/** Creates a string representing this 16-bit value in hexadecimal. */
	static const String toHexString (short number);

	/** Creates a string containing a hex dump of a block of binary data.

		@param data	 the binary data to use as input
		@param size	 how many bytes of data to use
		@param groupSize	how many bytes are grouped together before inserting a
							space into the output. e.g. group size 0 has no spaces,
							group size 1 looks like: "be a1 c2 ff", group size 2 looks
							like "bea1 c2ff".
	*/
	static const String toHexString (const unsigned char* data,
									 int size,
									 int groupSize = 1);

	/** Returns a unicode version of this string.

		Because it returns a reference to the string's internal data, the pointer
		that is returned must not be stored anywhere, as it can become invalid whenever
		any string methods (even some const ones!) are called.
	*/
	inline operator const juce_wchar*() const throw()   { return text; }

	/** Returns a unicode version of this string.

		Because it returns a reference to the string's internal data, the pointer
		that is returned must not be stored anywhere, as it can become invalid whenever
		any string methods (even some const ones!) are called.
	*/
	inline operator juce_wchar*() throw()		   { return text; }

	/** Returns a pointer to a UTF-8 version of this string.

		Because it returns a reference to the string's internal data, the pointer
		that is returned must not be stored anywhere, as it can be deleted whenever the
		string changes.

		@see getNumBytesAsUTF8, fromUTF8, copyToUTF8, toCString
	*/
	const char* toUTF8() const;

	/** Creates a String from a UTF-8 encoded buffer.

		If the size is < 0, it'll keep reading until it hits a zero.
	*/
	static const String fromUTF8 (const char* utf8buffer, int bufferSizeBytes = -1);

	/** Returns the number of bytes required to represent this string as UTF8.
		The number returned does NOT include the trailing zero.
		@see toUTF8, copyToUTF8
	*/
	int getNumBytesAsUTF8() const throw();

	/** Copies the string to a buffer as UTF-8 characters.

		Returns the number of bytes copied to the buffer, including the terminating null
		character.

		@param destBuffer	   the place to copy it to; if this is a null pointer,
								the method just returns the number of bytes required
								(including the terminating null character).
		@param maxBufferSizeBytes  the size of the destination buffer, in bytes. If the
								string won't fit, it'll put in as many as it can while
								still allowing for a terminating null char at the end, and
								will return the number of bytes that were actually used.
	*/
	int copyToUTF8 (char* destBuffer, int maxBufferSizeBytes) const throw();

	/** Returns a version of this string using the default 8-bit multi-byte system encoding.

		Because it returns a reference to the string's internal data, the pointer
		that is returned must not be stored anywhere, as it can be deleted whenever the
		string changes.

		@see getNumBytesAsCString, copyToCString, toUTF8
	*/
	const char* toCString() const;

	/** Returns the number of bytes
	*/
	int getNumBytesAsCString() const throw();

	/** Copies the string to a buffer.

		@param destBuffer	   the place to copy it to; if this is a null pointer,
								the method just returns the number of bytes required
								(including the terminating null character).
		@param maxBufferSizeBytes  the size of the destination buffer, in bytes. If the
								string won't fit, it'll put in as many as it can while
								still allowing for a terminating null char at the end, and
								will return the number of bytes that were actually used.
	*/
	int copyToCString (char* destBuffer, int maxBufferSizeBytes) const throw();

	/** Copies the string to a unicode buffer.

		@param destBuffer	   the place to copy it to
		@param maxCharsToCopy   the maximum number of characters to copy to the buffer,
								NOT including the trailing zero, so this shouldn't be
								larger than the size of your destination buffer - 1
	*/
	void copyToUnicode (juce_wchar* destBuffer, int maxCharsToCopy) const throw();

	/** Increases the string's internally allocated storage.

		Although the string's contents won't be affected by this call, it will
		increase the amount of memory allocated internally for the string to grow into.

		If you're about to make a large number of calls to methods such
		as += or <<, it's more efficient to preallocate enough extra space
		beforehand, so that these methods won't have to keep resizing the string
		to append the extra characters.

		@param numCharsNeeded   the number of characters to allocate storage for. If this
								value is less than the currently allocated size, it will
								have no effect.
	*/
	void preallocateStorage (size_t numCharsNeeded);

	/** Swaps the contents of this string with another one.
		This is a very fast operation, as no allocation or copying needs to be done.
	*/
	void swapWith (String& other) throw();

	/** A helper class to improve performance when concatenating many large strings
		together.

		Because appending one string to another involves measuring the length of
		both strings, repeatedly doing this for many long strings will become
		an exponentially slow operation. This class uses some internal state to
		avoid that, so that each append operation only needs to measure the length
		of the appended string.
	*/
	class JUCE_API  Concatenator
	{
	public:
		Concatenator (String& stringToAppendTo);
		~Concatenator();

		void append (const String& s);

	private:
		String& result;
		int nextIndex;

		Concatenator (const Concatenator&);
		Concatenator& operator= (const Concatenator&);
	};

	juce_UseDebuggingNewOperator // (adds debugging info to find leaked objects)

private:

	juce_wchar* text;

	// internal constructor that preallocates a certain amount of memory
	String (size_t numChars, int dummyVariable);
	String (const String& stringToCopy, size_t charsToAllocate);

	void createInternal (const juce_wchar* text, size_t numChars);
	void appendInternal (const juce_wchar* text, int numExtraChars);

	// This private cast operator should prevent strings being accidentally cast
	// to bools (this is possible because the compiler can add an implicit cast
	// via a const char*)
	operator bool() const throw()   { return false; }
};

/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (const char* string1,	   const String& string2);
/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (const juce_wchar* string1, const String& string2);
/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (char string1,		  const String& string2);
/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (juce_wchar string1,	const String& string2);

/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (String string1, const String& string2);
/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (String string1, const char* string2);
/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (String string1, const juce_wchar* string2);
/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (String string1, char characterToAppend);
/** Concatenates two strings. */
JUCE_API const String JUCE_CALLTYPE operator+  (String string1, juce_wchar characterToAppend);

/** Appends a character at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, char characterToAppend);
/** Appends a character at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, juce_wchar characterToAppend);
/** Appends a string to the end of the first one. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, const char* string2);
/** Appends a string to the end of the first one. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, const juce_wchar* string2);
/** Appends a string to the end of the first one. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, const String& string2);

/** Appends a decimal number at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, short number);
/** Appends a decimal number at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, int number);
/** Appends a decimal number at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, unsigned int number);
/** Appends a decimal number at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, long number);
/** Appends a decimal number at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, unsigned long number);
/** Appends a decimal number at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, float number);
/** Appends a decimal number at the end of a string. */
JUCE_API String& JUCE_CALLTYPE operator<< (String& string1, double number);

/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator== (const String& string1, const String& string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator== (const String& string1, const char* string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator== (const String& string1, const juce_wchar* string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator!= (const String& string1, const String& string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator!= (const String& string1, const char* string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator!= (const String& string1, const juce_wchar* string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator>  (const String& string1, const String& string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator<  (const String& string1, const String& string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator>= (const String& string1, const String& string2) throw();
/** Case-sensitive comparison of two strings. */
JUCE_API bool JUCE_CALLTYPE operator<= (const String& string1, const String& string2) throw();

/** This streaming override allows you to pass a juce String directly into std output streams.
	This is very handy for writing strings to std::cout, std::cerr, etc.
*/
template <class charT, class traits>
JUCE_API std::basic_ostream <charT, traits>& JUCE_CALLTYPE operator<< (std::basic_ostream <charT, traits>& stream, const String& stringToWrite)
{
	return stream << stringToWrite.toUTF8();
}

/** Writes a string to an OutputStream as UTF8. */
JUCE_API OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, const String& text);

#endif   // __JUCE_STRING_JUCEHEADER__
/*** End of inlined file: juce_String.h ***/

/**
	Acts as an application-wide logging class.

	A subclass of Logger can be created and passed into the Logger::setCurrentLogger
	method and this will then be used by all calls to writeToLog.

	The logger class also contains methods for writing messages to the debugger's
	output stream.

	@see FileLogger
*/
class JUCE_API  Logger
{
public:

	/** Destructor. */
	virtual ~Logger();

	/** Sets the current logging class to use.

		Note that the object passed in won't be deleted when no longer needed.
		A null pointer can be passed-in to disable any logging.

		If deleteOldLogger is set to true, the existing logger will be
		deleted (if there is one).
	*/
	static void JUCE_CALLTYPE setCurrentLogger (Logger* newLogger,
												bool deleteOldLogger = false);

	/** Writes a string to the current logger.

		This will pass the string to the logger's logMessage() method if a logger
		has been set.

		@see logMessage
	*/
	static void JUCE_CALLTYPE writeToLog (const String& message);

	/** Writes a message to the standard error stream.

		This can be called directly, or by using the DBG() macro in
		juce_PlatformDefs.h (which will avoid calling the method in non-debug builds).
	*/
	static void JUCE_CALLTYPE outputDebugString (const String& text);

protected:

	Logger();

	/** This is overloaded by subclasses to implement custom logging behaviour.

		@see setCurrentLogger
	*/
	virtual void logMessage (const String& message) = 0;

private:
	static Logger* currentLogger;
};

#endif   // __JUCE_LOGGER_JUCEHEADER__
/*** End of inlined file: juce_Logger.h ***/

END_JUCE_NAMESPACE

#endif   // __JUCE_STANDARDHEADER_JUCEHEADER__
/*** End of inlined file: juce_StandardHeader.h ***/


BEGIN_JUCE_NAMESPACE

#if JUCE_MSVC
  // this is set explicitly in case the app is using a different packing size.
  #pragma pack (push, 8)
  #pragma warning (push)
  #pragma warning (disable: 4786) // (old vc6 warning about long class names)
#endif

// this is where all the class header files get brought in..

/*** Start of inlined file: juce_core_includes.h ***/
#ifndef __JUCE_JUCE_CORE_INCLUDES_INCLUDEFILES__
#define __JUCE_JUCE_CORE_INCLUDES_INCLUDEFILES__

#ifndef __JUCE_ABSTRACTFIFO_JUCEHEADER__

/*** Start of inlined file: juce_AbstractFifo.h ***/
#ifndef __JUCE_ABSTRACTFIFO_JUCEHEADER__
#define __JUCE_ABSTRACTFIFO_JUCEHEADER__


/*** Start of inlined file: juce_Atomic.h ***/
#ifndef __JUCE_ATOMIC_JUCEHEADER__
#define __JUCE_ATOMIC_JUCEHEADER__

/**
	Simple class to hold a primitive value and perform atomic operations on it.

	The type used must be a 32 or 64 bit primitive, like an int, pointer, etc.
	There are methods to perform most of the basic atomic operations.
*/
template <typename Type>
class Atomic
{
public:
	/** Creates a new value, initialised to zero. */
	inline Atomic() throw()
		: value (0)
	{
	}

	/** Creates a new value, with a given initial value. */
	inline Atomic (const Type initialValue) throw()
		: value (initialValue)
	{
	}

	/** Copies another value (atomically). */
	inline Atomic (const Atomic& other) throw()
		: value (other.get())
	{
	}

	/** Destructor. */
	inline ~Atomic() throw()
	{
		// This class can only be used for types which are 32 or 64 bits in size.
		static_jassert (sizeof (Type) == 4 || sizeof (Type) == 8);
	}

	/** Atomically reads and returns the current value. */
	Type get() const throw();

	/** Copies another value onto this one (atomically). */
	inline Atomic& operator= (const Atomic& other) throw()	  { exchange (other.get()); return *this; }

	/** Copies another value onto this one (atomically). */
	inline Atomic& operator= (const Type newValue) throw()	  { exchange (newValue); return *this; }

	/** Atomically sets the current value. */
	void set (Type newValue) throw()				{ exchange (newValue); }

	/** Atomically sets the current value, returning the value that was replaced. */
	Type exchange (Type value) throw();

	/** Atomically adds a number to this value, returning the new value. */
	Type operator+= (Type amountToAdd) throw();

	/** Atomically subtracts a number from this value, returning the new value. */
	Type operator-= (Type amountToSubtract) throw();

	/** Atomically increments this value, returning the new value. */
	Type operator++() throw();

	/** Atomically decrements this value, returning the new value. */
	Type operator--() throw();

	/** Atomically compares this value with a target value, and if it is equal, sets
		this to be equal to a new value.

		This operation is the atomic equivalent of doing this:
		@code
		bool compareAndSetBool (Type newValue, Type valueToCompare)
		{
			if (get() == valueToCompare)
			{
				set (newValue);
				return true;
			}

			return false;
		}
		@endcode

		@returns true if the comparison was true and the value was replaced; false if
				 the comparison failed and the value was left unchanged.
		@see compareAndSetValue
	*/
	bool compareAndSetBool (Type newValue, Type valueToCompare) throw();

	/** Atomically compares this value with a target value, and if it is equal, sets
		this to be equal to a new value.

		This operation is the atomic equivalent of doing this:
		@code
		Type compareAndSetValue (Type newValue, Type valueToCompare)
		{
			Type oldValue = get();
			if (oldValue == valueToCompare)
				set (newValue);

			return oldValue;
		}
		@endcode

		@returns the old value before it was changed.
		@see compareAndSetBool
	*/
	Type compareAndSetValue (Type newValue, Type valueToCompare) throw();

	/** Implements a memory read/write barrier. */
	static void memoryBarrier() throw();

	JUCE_ALIGN(8)

	/** The raw value that this class operates on.
		This is exposed publically in case you need to manipulate it directly
		for performance reasons.
	*/
	volatile Type value;

private:
	static inline Type castFrom32Bit (int32 value) throw()	{ return *(Type*) &value; }
	static inline Type castFrom64Bit (int64 value) throw()	{ return *(Type*) &value; }
	static inline int32 castTo32Bit (Type value) throw()	  { return *(int32*) &value; }
	static inline int64 castTo64Bit (Type value) throw()	  { return *(int64*) &value; }

	Type operator++ (int); // better to just use pre-increment with atomics..
	Type operator-- (int);
};

/*
	The following code is in the header so that the atomics can be inlined where possible...
*/
#if (JUCE_IOS && (__IPHONE_OS_VERSION_MIN_REQUIRED < __IPHONE_3_2 || ! defined (__IPHONE_3_2))) \
	  || (JUCE_MAC && (JUCE_PPC || __GNUC__ < 4 || (__GNUC__ == 4 && __GNUC_MINOR__ < 2)))
  #define JUCE_ATOMICS_MAC 1	// Older OSX builds using gcc4.1 or earlier

  #if MAC_OS_X_VERSION_MIN_REQUIRED < MAC_OS_X_VERSION_10_5
	#define JUCE_MAC_ATOMICS_VOLATILE
  #else
	#define JUCE_MAC_ATOMICS_VOLATILE volatile
  #endif

  #if JUCE_PPC || JUCE_IOS
	// None of these atomics are available for PPC or for iPhoneOS 3.1 or earlier!!
	template <typename Type> static Type OSAtomicAdd64Barrier (Type b, JUCE_MAC_ATOMICS_VOLATILE Type* a) throw()   { jassertfalse; return *a += b; }
	template <typename Type> static Type OSAtomicIncrement64Barrier (JUCE_MAC_ATOMICS_VOLATILE Type* a) throw()	 { jassertfalse; return ++*a; }
	template <typename Type> static Type OSAtomicDecrement64Barrier (JUCE_MAC_ATOMICS_VOLATILE Type* a) throw()	 { jassertfalse; return --*a; }
	template <typename Type> static bool OSAtomicCompareAndSwap64Barrier (Type old, Type newValue, JUCE_MAC_ATOMICS_VOLATILE Type* value) throw()
		{ jassertfalse; if (old == *value) { *value = newValue; return true; } return false; }
	#define JUCE_64BIT_ATOMICS_UNAVAILABLE 1
  #endif

#elif JUCE_GCC
  #define JUCE_ATOMICS_GCC 1	// GCC with intrinsics

  #if JUCE_IOS
	#define JUCE_64BIT_ATOMICS_UNAVAILABLE 1  // (on the iphone, the 64-bit ops will compile but not link)
  #endif

#else
  #define JUCE_ATOMICS_WINDOWS 1	// Windows with intrinsics

  #if JUCE_USE_INTRINSICS || JUCE_64BIT
	#pragma intrinsic (_InterlockedExchange, _InterlockedIncrement, _InterlockedDecrement, _InterlockedCompareExchange, \
					   _InterlockedCompareExchange64, _InterlockedExchangeAdd, _ReadWriteBarrier)
	#define juce_InterlockedExchange(a, b)		  _InterlockedExchange(a, b)
	#define juce_InterlockedIncrement(a)		_InterlockedIncrement(a)
	#define juce_InterlockedDecrement(a)		_InterlockedDecrement(a)
	#define juce_InterlockedExchangeAdd(a, b)	   _InterlockedExchangeAdd(a, b)
	#define juce_InterlockedCompareExchange(a, b, c)	_InterlockedCompareExchange(a, b, c)
	#define juce_InterlockedCompareExchange64(a, b, c)  _InterlockedCompareExchange64(a, b, c)
	#define juce_MemoryBarrier _ReadWriteBarrier
  #else
	// (these are defined in juce_win32_Threads.cpp)
	long juce_InterlockedExchange (volatile long* a, long b) throw();
	long juce_InterlockedIncrement (volatile long* a) throw();
	long juce_InterlockedDecrement (volatile long* a) throw();
	long juce_InterlockedExchangeAdd (volatile long* a, long b) throw();
	long juce_InterlockedCompareExchange (volatile long* a, long b, long c) throw();
	__int64 juce_InterlockedCompareExchange64 (volatile __int64* a, __int64 b, __int64 c) throw();
	inline void juce_MemoryBarrier() throw()   { long x = 0; juce_InterlockedIncrement (&x); }
  #endif

  #if JUCE_64BIT
	#pragma intrinsic (_InterlockedExchangeAdd64, _InterlockedExchange64, _InterlockedIncrement64, _InterlockedDecrement64)
	#define juce_InterlockedExchangeAdd64(a, b)	 _InterlockedExchangeAdd64(a, b)
	#define juce_InterlockedExchange64(a, b)	_InterlockedExchange64(a, b)
	#define juce_InterlockedIncrement64(a)	  _InterlockedIncrement64(a)
	#define juce_InterlockedDecrement64(a)	  _InterlockedDecrement64(a)
  #else
	// None of these atomics are available in a 32-bit Windows build!!
	template <typename Type> static Type juce_InterlockedExchangeAdd64 (volatile Type* a, Type b) throw()   { jassertfalse; Type old = *a; *a += b; return old; }
	template <typename Type> static Type juce_InterlockedExchange64 (volatile Type* a, Type b) throw()	  { jassertfalse; Type old = *a; *a = b; return old; }
	template <typename Type> static Type juce_InterlockedIncrement64 (volatile Type* a) throw()		 { jassertfalse; return ++*a; }
	template <typename Type> static Type juce_InterlockedDecrement64 (volatile Type* a) throw()		 { jassertfalse; return --*a; }
	#define JUCE_64BIT_ATOMICS_UNAVAILABLE 1
  #endif
#endif

#if JUCE_MSVC
  #pragma warning (push)
  #pragma warning (disable: 4311)  // (truncation warning)
#endif

template <typename Type>
inline Type Atomic<Type>::get() const throw()
{
  #if JUCE_ATOMICS_MAC
	return sizeof (Type) == 4 ? castFrom32Bit ((int32) OSAtomicAdd32Barrier ((int32_t) 0, (JUCE_MAC_ATOMICS_VOLATILE int32_t*) &value))
							  : castFrom64Bit ((int64) OSAtomicAdd64Barrier ((int64_t) 0, (JUCE_MAC_ATOMICS_VOLATILE int64_t*) &value));
  #elif JUCE_ATOMICS_WINDOWS
	return sizeof (Type) == 4 ? castFrom32Bit ((int32) juce_InterlockedExchangeAdd ((volatile long*) &value, (long) 0))
							  : castFrom64Bit ((int64) juce_InterlockedExchangeAdd64 ((volatile __int64*) &value, (__int64) 0));
  #elif JUCE_ATOMICS_GCC
	return sizeof (Type) == 4 ? castFrom32Bit ((int32) __sync_add_and_fetch ((volatile int32*) &value, 0))
							  : castFrom64Bit ((int64) __sync_add_and_fetch ((volatile int64*) &value, 0));
  #endif
}

template <typename Type>
inline Type Atomic<Type>::exchange (const Type newValue) throw()
{
  #if JUCE_ATOMICS_MAC || JUCE_ATOMICS_GCC
	Type currentVal = value;
	while (! compareAndSetBool (newValue, currentVal)) { currentVal = value; }
	return currentVal;
  #elif JUCE_ATOMICS_WINDOWS
	return sizeof (Type) == 4 ? castFrom32Bit ((int32) juce_InterlockedExchange ((volatile long*) &value, (long) castTo32Bit (newValue)))
							  : castFrom64Bit ((int64) juce_InterlockedExchange64 ((volatile __int64*) &value, (__int64) castTo64Bit (newValue)));
  #endif
}

template <typename Type>
inline Type Atomic<Type>::operator+= (const Type amountToAdd) throw()
{
  #if JUCE_ATOMICS_MAC
	return sizeof (Type) == 4 ? (Type) OSAtomicAdd32Barrier ((int32_t) castTo32Bit (amountToAdd), (JUCE_MAC_ATOMICS_VOLATILE int32_t*) &value)
							  : (Type) OSAtomicAdd64Barrier ((int64_t) amountToAdd, (JUCE_MAC_ATOMICS_VOLATILE int64_t*) &value);
  #elif JUCE_ATOMICS_WINDOWS
	return sizeof (Type) == 4 ? (Type) (juce_InterlockedExchangeAdd ((volatile long*) &value, (long) amountToAdd) + (long) amountToAdd)
							  : (Type) (juce_InterlockedExchangeAdd64 ((volatile __int64*) &value, (__int64) amountToAdd) + (__int64) amountToAdd);
  #elif JUCE_ATOMICS_GCC
	return (Type) __sync_add_and_fetch (&value, amountToAdd);
  #endif
}

template <typename Type>
inline Type Atomic<Type>::operator-= (const Type amountToSubtract) throw()
{
	return operator+= (juce_negate (amountToSubtract));
}

template <typename Type>
inline Type Atomic<Type>::operator++() throw()
{
  #if JUCE_ATOMICS_MAC
	return sizeof (Type) == 4 ? (Type) OSAtomicIncrement32Barrier ((JUCE_MAC_ATOMICS_VOLATILE int32_t*) &value)
							  : (Type) OSAtomicIncrement64Barrier ((JUCE_MAC_ATOMICS_VOLATILE int64_t*) &value);
  #elif JUCE_ATOMICS_WINDOWS
	return sizeof (Type) == 4 ? (Type) juce_InterlockedIncrement ((volatile long*) &value)
							  : (Type) juce_InterlockedIncrement64 ((volatile __int64*) &value);
  #elif JUCE_ATOMICS_GCC
	return (Type) __sync_add_and_fetch (&value, 1);
  #endif
}

template <typename Type>
inline Type Atomic<Type>::operator--() throw()
{
  #if JUCE_ATOMICS_MAC
	return sizeof (Type) == 4 ? (Type) OSAtomicDecrement32Barrier ((JUCE_MAC_ATOMICS_VOLATILE int32_t*) &value)
							  : (Type) OSAtomicDecrement64Barrier ((JUCE_MAC_ATOMICS_VOLATILE int64_t*) &value);
  #elif JUCE_ATOMICS_WINDOWS
	return sizeof (Type) == 4 ? (Type) juce_InterlockedDecrement ((volatile long*) &value)
							  : (Type) juce_InterlockedDecrement64 ((volatile __int64*) &value);
  #elif JUCE_ATOMICS_GCC
	return (Type) __sync_add_and_fetch (&value, -1);
  #endif
}

template <typename Type>
inline bool Atomic<Type>::compareAndSetBool (const Type newValue, const Type valueToCompare) throw()
{
  #if JUCE_ATOMICS_MAC
	return sizeof (Type) == 4 ? OSAtomicCompareAndSwap32Barrier ((int32_t) castTo32Bit (valueToCompare), (int32_t) castTo32Bit (newValue), (JUCE_MAC_ATOMICS_VOLATILE int32_t*) &value)
							  : OSAtomicCompareAndSwap64Barrier ((int64_t) castTo64Bit (valueToCompare), (int64_t) castTo64Bit (newValue), (JUCE_MAC_ATOMICS_VOLATILE int64_t*) &value);
  #elif JUCE_ATOMICS_WINDOWS
	return compareAndSetValue (newValue, valueToCompare) == valueToCompare;
  #elif JUCE_ATOMICS_GCC
	return sizeof (Type) == 4 ? __sync_bool_compare_and_swap ((volatile int32*) &value, castTo32Bit (valueToCompare), castTo32Bit (newValue))
							  : __sync_bool_compare_and_swap ((volatile int64*) &value, castTo64Bit (valueToCompare), castTo64Bit (newValue));
  #endif
}

template <typename Type>
inline Type Atomic<Type>::compareAndSetValue (const Type newValue, const Type valueToCompare) throw()
{
  #if JUCE_ATOMICS_MAC
	for (;;) // Annoying workaround for OSX only having a bool CAS operation..
	{
		if (compareAndSetBool (newValue, valueToCompare))
			return valueToCompare;

		const Type result = value;
		if (result != valueToCompare)
			return result;
	}

  #elif JUCE_ATOMICS_WINDOWS
	return sizeof (Type) == 4 ? castFrom32Bit ((int32) juce_InterlockedCompareExchange ((volatile long*) &value, (long) castTo32Bit (newValue), (long) castTo32Bit (valueToCompare)))
							  : castFrom64Bit ((int64) juce_InterlockedCompareExchange64 ((volatile __int64*) &value, (__int64) castTo64Bit (newValue), (__int64) castTo64Bit (valueToCompare)));
  #elif JUCE_ATOMICS_GCC
	return sizeof (Type) == 4 ? castFrom32Bit ((int32) __sync_val_compare_and_swap ((volatile int32*) &value, castTo32Bit (valueToCompare), castTo32Bit (newValue)))
							  : castFrom64Bit ((int64) __sync_val_compare_and_swap ((volatile int64*) &value, castTo64Bit (valueToCompare), castTo64Bit (newValue)));
  #endif
}

template <typename Type>
inline void Atomic<Type>::memoryBarrier() throw()
{
  #if JUCE_ATOMICS_MAC
	OSMemoryBarrier();
  #elif JUCE_ATOMICS_GCC
	__sync_synchronize();
  #elif JUCE_ATOMICS_WINDOWS
	juce_MemoryBarrier();
  #endif
}

#if JUCE_MSVC
  #pragma warning (pop)
#endif

#endif   // __JUCE_ATOMIC_JUCEHEADER__
/*** End of inlined file: juce_Atomic.h ***/

/**
	Encapsulates the logic required to implement a lock-free FIFO.

	This class handles the logic needed when building a single-reader, single-writer FIFO.

	It doesn't actually hold any data itself, but your FIFO class can use one of these to manage
	its position and status when reading or writing to it.

	To use it, you can call prepareToWrite() to determine the position within your own buffer that
	an incoming block of data should be stored, and prepareToRead() to find out when the next
	outgoing block should be read from.

	e.g.
	@code
	class MyFifo
	{
	public:
		MyFifo()  : abstractFifo (1024)
		{
		}

		void addToFifo (const int* someData, int numItems)
		{
			int start1, size1, start2, size2;
			prepareToWrite (numItems, start1, size1, start2, size2);

			if (size1 > 0)
				copySomeData (myBuffer + start1, someData, size1);

			if (size2 > 0)
				copySomeData (myBuffer + start2, someData + size1, size2);

			finishedWrite (size1 + size2);
		}

		void readFromFifo (int* someData, int numItems)
		{
			int start1, size1, start2, size2;
			prepareToRead (numSamples, start1, size1, start2, size2);

			if (size1 > 0)
				copySomeData (someData, myBuffer + start1, size1);

			if (size2 > 0)
				copySomeData (someData + size1, myBuffer + start2, size2);

			finishedRead (size1 + size2);
		}

	private:
		AbstractFifo abstractFifo;
		int myBuffer [1024];
	};
	@endcode
*/
class JUCE_API  AbstractFifo
{
public:

	/** Creates a FIFO to manage a buffer with the specified capacity. */
	AbstractFifo (int capacity) throw();

	/** Destructor */
	~AbstractFifo();

	/** Returns the total size of the buffer being managed. */
	int getTotalSize() const throw();

	/** Returns the number of items that can currently be added to the buffer without it overflowing. */
	int getFreeSpace() const throw();

	/** Returns the number of items that can currently be read from the buffer. */
	int getNumReady() const throw();

	/** Clears the buffer positions, so that it appears empty. */
	void reset() throw();

	/** Changes the buffer's total size.
		Note that this isn't thread-safe, so don't call it if there's any danger that it
		might overlap with a call to any other method in this class!
	*/
	void setTotalSize (int newSize) throw();

	/** Returns the location within the buffer at which an incoming block of data should be written.

		Because the section of data that you want to add to the buffer may overlap the end
		and wrap around to the start, two blocks within your buffer are returned, and you
		should copy your data into the first one, with any remaining data spilling over into
		the second.

		If the number of items you ask for is too large to fit within the buffer's free space, then
		blockSize1 + blockSize2 may add up to a lower value than numToWrite. If this happens, you
		may decide to keep waiting and re-trying the method until there's enough space available.

		After calling this method, if you choose to write your data into the blocks returned, you
		must call finishedWrite() to tell the FIFO how much data you actually added.

		e.g.
		@code
		void addToFifo (const int* someData, int numItems)
		{
			int start1, size1, start2, size2;
			prepareToWrite (numItems, start1, size1, start2, size2);

			if (size1 > 0)
				copySomeData (myBuffer + start1, someData, size1);

			if (size2 > 0)
				copySomeData (myBuffer + start2, someData + size1, size2);

			finishedWrite (size1 + size2);
		}
		@endcode

		@param numToWrite	   indicates how many items you'd like to add to the buffer
		@param startIndex1	  on exit, this will contain the start index in your buffer at which your data should be written
		@param blockSize1	   on exit, this indicates how many items can be written to the block starting at startIndex1
		@param startIndex2	  on exit, this will contain the start index in your buffer at which any data that didn't fit into
								the first block should be written
		@param blockSize2	   on exit, this indicates how many items can be written to the block starting at startIndex2
		@see finishedWrite
	*/
	void prepareToWrite (int numToWrite, int& startIndex1, int& blockSize1, int& startIndex2, int& blockSize2) const throw();

	/** Called after reading from the FIFO, to indicate that this many items have been added.
		@see prepareToWrite
	*/
	void finishedWrite (int numWritten) throw();

	/** Returns the location within the buffer from which the next block of data should be read.

		Because the section of data that you want to read from the buffer may overlap the end
		and wrap around to the start, two blocks within your buffer are returned, and you
		should read from both of them.

		If the number of items you ask for is greater than the amount of data available, then
		blockSize1 + blockSize2 may add up to a lower value than numWanted. If this happens, you
		may decide to keep waiting and re-trying the method until there's enough data available.

		After calling this method, if you choose to read the data, you must call finishedRead() to
		tell the FIFO how much data you have consumed.

		e.g.
		@code
		void readFromFifo (int* someData, int numItems)
		{
			int start1, size1, start2, size2;
			prepareToRead (numSamples, start1, size1, start2, size2);

			if (size1 > 0)
				copySomeData (someData, myBuffer + start1, size1);

			if (size2 > 0)
				copySomeData (someData + size1, myBuffer + start2, size2);

			finishedRead (size1 + size2);
		}
		@endcode

		@param numWanted	indicates how many items you'd like to add to the buffer
		@param startIndex1	  on exit, this will contain the start index in your buffer at which your data should be written
		@param blockSize1	   on exit, this indicates how many items can be written to the block starting at startIndex1
		@param startIndex2	  on exit, this will contain the start index in your buffer at which any data that didn't fit into
								the first block should be written
		@param blockSize2	   on exit, this indicates how many items can be written to the block starting at startIndex2
		@see finishedRead
	*/
	void prepareToRead (int numWanted, int& startIndex1, int& blockSize1, int& startIndex2, int& blockSize2) const throw();

	/** Called after reading from the FIFO, to indicate that this many items have now been consumed.
		@see prepareToRead
	*/
	void finishedRead (int numRead) throw();

	juce_UseDebuggingNewOperator

private:
	int bufferSize;
	Atomic <int> validStart, validEnd;

	AbstractFifo (const AbstractFifo&);
	AbstractFifo& operator= (const AbstractFifo&);
};

#endif   // __JUCE_ABSTRACTFIFO_JUCEHEADER__
/*** End of inlined file: juce_AbstractFifo.h ***/


#endif
#ifndef __JUCE_ARRAY_JUCEHEADER__

/*** Start of inlined file: juce_Array.h ***/
#ifndef __JUCE_ARRAY_JUCEHEADER__
#define __JUCE_ARRAY_JUCEHEADER__


/*** Start of inlined file: juce_ArrayAllocationBase.h ***/
#ifndef __JUCE_ARRAYALLOCATIONBASE_JUCEHEADER__
#define __JUCE_ARRAYALLOCATIONBASE_JUCEHEADER__


/*** Start of inlined file: juce_HeapBlock.h ***/
#ifndef __JUCE_HEAPBLOCK_JUCEHEADER__
#define __JUCE_HEAPBLOCK_JUCEHEADER__

/**
	Very simple container class to hold a pointer to some data on the heap.

	When you need to allocate some heap storage for something, always try to use
	this class instead of allocating the memory directly using malloc/free.

	A HeapBlock<char> object can be treated in pretty much exactly the same way
	as an char*, but as long as you allocate it on the stack or as a class member,
	it's almost impossible for it to leak memory.

	It also makes your code much more concise and readable than doing the same thing
	using direct allocations,

	E.g. instead of this:
	@code
		int* temp = (int*) juce_malloc (1024 * sizeof (int));
		memcpy (temp, xyz, 1024 * sizeof (int));
		juce_free (temp);
		temp = (int*) juce_calloc (2048 * sizeof (int));
		temp[0] = 1234;
		memcpy (foobar, temp, 2048 * sizeof (int));
		juce_free (temp);
	@endcode

	..you could just write this:
	@code
		HeapBlock <int> temp (1024);
		memcpy (temp, xyz, 1024 * sizeof (int));
		temp.calloc (2048);
		temp[0] = 1234;
		memcpy (foobar, temp, 2048 * sizeof (int));
	@endcode

	The class is extremely lightweight, containing only a pointer to the
	data, and exposes malloc/realloc/calloc/free methods that do the same jobs
	as their less object-oriented counterparts. Despite adding safety, you probably
	won't sacrifice any performance by using this in place of normal pointers.

	@see Array, OwnedArray, MemoryBlock
*/
template <class ElementType>
class HeapBlock
{
public:

	/** Creates a HeapBlock which is initially just a null pointer.

		After creation, you can resize the array using the malloc(), calloc(),
		or realloc() methods.
	*/
	HeapBlock() throw() : data (0)
	{
	}

	/** Creates a HeapBlock containing a number of elements.

		The contents of the block are undefined, as it will have been created by a
		malloc call.

		If you want an array of zero values, you can use the calloc() method instead.
	*/
	explicit HeapBlock (const size_t numElements)
		: data (static_cast <ElementType*> (::juce_malloc (numElements * sizeof (ElementType))))
	{
	}

	/** Destructor.

		This will free the data, if any has been allocated.
	*/
	~HeapBlock()
	{
		::juce_free (data);
	}

	/** Returns a raw pointer to the allocated data.
		This may be a null pointer if the data hasn't yet been allocated, or if it has been
		freed by calling the free() method.
	*/
	inline operator ElementType*() const throw()				{ return data; }

	/** Returns a raw pointer to the allocated data.
		This may be a null pointer if the data hasn't yet been allocated, or if it has been
		freed by calling the free() method.
	*/
	inline ElementType* getData() const throw()				 { return data; }

	/** Returns a void pointer to the allocated data.
		This may be a null pointer if the data hasn't yet been allocated, or if it has been
		freed by calling the free() method.
	*/
	inline operator void*() const throw()				   { return static_cast <void*> (data); }

	/** Returns a void pointer to the allocated data.
		This may be a null pointer if the data hasn't yet been allocated, or if it has been
		freed by calling the free() method.
	*/
	inline operator const void*() const throw()				 { return static_cast <const void*> (data); }

	/** Lets you use indirect calls to the first element in the array.
		Obviously this will cause problems if the array hasn't been initialised, because it'll
		be referencing a null pointer.
	*/
	inline ElementType* operator->() const  throw()			 { return data; }

	/** Returns a reference to one of the data elements.
		Obviously there's no bounds-checking here, as this object is just a dumb pointer and
		has no idea of the size it currently has allocated.
	*/
	template <typename IndexType>
	inline ElementType& operator[] (IndexType index) const throw()	  { return data [index]; }

	/** Returns a pointer to a data element at an offset from the start of the array.
		This is the same as doing pointer arithmetic on the raw pointer itself.
	*/
	template <typename IndexType>
	inline ElementType* operator+ (IndexType index) const throw()	   { return data + index; }

	/** Compares the pointer with another pointer.
		This can be handy for checking whether this is a null pointer.
	*/
	inline bool operator== (const ElementType* const otherPointer) const throw()	{ return otherPointer == data; }

	/** Compares the pointer with another pointer.
		This can be handy for checking whether this is a null pointer.
	*/
	inline bool operator!= (const ElementType* const otherPointer) const throw()	{ return otherPointer != data; }

	/** Allocates a specified amount of memory.

		This uses the normal malloc to allocate an amount of memory for this object.
		Any previously allocated memory will be freed by this method.

		The number of bytes allocated will be (newNumElements * elementSize). Normally
		you wouldn't need to specify the second parameter, but it can be handy if you need
		to allocate a size in bytes rather than in terms of the number of elements.

		The data that is allocated will be freed when this object is deleted, or when you
		call free() or any of the allocation methods.
	*/
	void malloc (const size_t newNumElements, const size_t elementSize = sizeof (ElementType))
	{
		::juce_free (data);
		data = static_cast <ElementType*> (::juce_malloc (newNumElements * elementSize));
	}

	/** Allocates a specified amount of memory and clears it.
		This does the same job as the malloc() method, but clears the memory that it allocates.
	*/
	void calloc (const size_t newNumElements, const size_t elementSize = sizeof (ElementType))
	{
		::juce_free (data);
		data = static_cast <ElementType*> (::juce_calloc (newNumElements * elementSize));
	}

	/** Allocates a specified amount of memory and optionally clears it.
		This does the same job as either malloc() or calloc(), depending on the
		initialiseToZero parameter.
	*/
	void allocate (const size_t newNumElements, const bool initialiseToZero)
	{
		::juce_free (data);

		if (initialiseToZero)
			data = static_cast <ElementType*> (::juce_calloc (newNumElements * sizeof (ElementType)));
		else
			data = static_cast <ElementType*> (::juce_malloc (newNumElements * sizeof (ElementType)));
	}

	/** Re-allocates a specified amount of memory.

		The semantics of this method are the same as malloc() and calloc(), but it
		uses realloc() to keep as much of the existing data as possible.
	*/
	void realloc (const size_t newNumElements, const size_t elementSize = sizeof (ElementType))
	{
		if (data == 0)
			data = static_cast <ElementType*> (::juce_malloc (newNumElements * elementSize));
		else
			data = static_cast <ElementType*> (::juce_realloc (data, newNumElements * elementSize));
	}

	/** Frees any currently-allocated data.
		This will free the data and reset this object to be a null pointer.
	*/
	void free()
	{
		::juce_free (data);
		data = 0;
	}

	/** Swaps this object's data with the data of another HeapBlock.
		The two objects simply exchange their data pointers.
	*/
	void swapWith (HeapBlock <ElementType>& other) throw()
	{
		swapVariables (data, other.data);
	}

private:

	ElementType* data;

	HeapBlock (const HeapBlock&);
	HeapBlock& operator= (const HeapBlock&);
};

#endif   // __JUCE_HEAPBLOCK_JUCEHEADER__
/*** End of inlined file: juce_HeapBlock.h ***/

/**
	Implements some basic array storage allocation functions.

	This class isn't really for public use - it's used by the other
	array classes, but might come in handy for some purposes.

	It inherits from a critical section class to allow the arrays to use
	the "empty base class optimisation" pattern to reduce their footprint.

	@see Array, OwnedArray, ReferenceCountedArray
*/
template <class ElementType, class TypeOfCriticalSectionToUse>
class ArrayAllocationBase  : public TypeOfCriticalSectionToUse
{
public:

	/** Creates an empty array. */
	ArrayAllocationBase() throw()
		: numAllocated (0)
	{
	}

	/** Destructor. */
	~ArrayAllocationBase()
	{
	}

	/** Changes the amount of storage allocated.

		This will retain any data currently held in the array, and either add or
		remove extra space at the end.

		@param numElements  the number of elements that are needed
	*/
	void setAllocatedSize (const int numElements)
	{
		if (numAllocated != numElements)
		{
			if (numElements > 0)
				elements.realloc (numElements);
			else
				elements.free();

			numAllocated = numElements;
		}
	}

	/** Increases the amount of storage allocated if it is less than a given amount.

		This will retain any data currently held in the array, but will add
		extra space at the end to make sure there it's at least as big as the size
		passed in. If it's already bigger, no action is taken.

		@param minNumElements  the minimum number of elements that are needed
	*/
	void ensureAllocatedSize (const int minNumElements)
	{
		if (minNumElements > numAllocated)
			setAllocatedSize ((minNumElements + minNumElements / 2 + 8) & ~7);
	}

	/** Minimises the amount of storage allocated so that it's no more than
		the given number of elements.
	*/
	void shrinkToNoMoreThan (const int maxNumElements)
	{
		if (maxNumElements < numAllocated)
			setAllocatedSize (maxNumElements);
	}

	/** Swap the contents of two objects. */
	void swapWith (ArrayAllocationBase <ElementType, TypeOfCriticalSectionToUse>& other) throw()
	{
		elements.swapWith (other.elements);
		swapVariables (numAllocated, other.numAllocated);
	}

	HeapBlock <ElementType> elements;
	int numAllocated;

private:
	ArrayAllocationBase (const ArrayAllocationBase&);
	ArrayAllocationBase& operator= (const ArrayAllocationBase&);
};

#endif   // __JUCE_ARRAYALLOCATIONBASE_JUCEHEADER__
/*** End of inlined file: juce_ArrayAllocationBase.h ***/


/*** Start of inlined file: juce_ElementComparator.h ***/
#ifndef __JUCE_ELEMENTCOMPARATOR_JUCEHEADER__
#define __JUCE_ELEMENTCOMPARATOR_JUCEHEADER__

/**
	Sorts a range of elements in an array.

	The comparator object that is passed-in must define a public method with the following
	signature:
	@code
	int compareElements (ElementType first, ElementType second);
	@endcode

	..and this method must return:
	  - a value of < 0 if the first comes before the second
	  - a value of 0 if the two objects are equivalent
	  - a value of > 0 if the second comes before the first

	To improve performance, the compareElements() method can be declared as static or const.

	@param comparator	   an object which defines a compareElements() method
	@param array		the array to sort
	@param firstElement	 the index of the first element of the range to be sorted
	@param lastElement	  the index of the last element in the range that needs
							sorting (this is inclusive)
	@param retainOrderOfEquivalentItems	 if true, the order of items that the
							comparator deems the same will be maintained - this will be
							a slower algorithm than if they are allowed to be moved around.

	@see sortArrayRetainingOrder
*/
template <class ElementType, class ElementComparator>
static void sortArray (ElementComparator& comparator,
					   ElementType* const array,
					   int firstElement,
					   int lastElement,
					   const bool retainOrderOfEquivalentItems)
{
	(void) comparator;  // if you pass in an object with a static compareElements() method, this
						// avoids getting warning messages about the parameter being unused

	if (lastElement > firstElement)
	{
		if (retainOrderOfEquivalentItems)
		{
			for (int i = firstElement; i < lastElement; ++i)
			{
				if (comparator.compareElements (array[i], array [i + 1]) > 0)
				{
					swapVariables (array[i], array[i + 1]);

					if (i > firstElement)
						i -= 2;
				}
			}
		}
		else
		{
			int fromStack[30], toStack[30];
			int stackIndex = 0;

			for (;;)
			{
				const int size = (lastElement - firstElement) + 1;

				if (size <= 8)
				{
					int j = lastElement;
					int maxIndex;

					while (j > firstElement)
					{
						maxIndex = firstElement;
						for (int k = firstElement + 1; k <= j; ++k)
							if (comparator.compareElements (array[k], array [maxIndex]) > 0)
								maxIndex = k;

						swapVariables (array[j], array[maxIndex]);
						--j;
					}
				}
				else
				{
					const int mid = firstElement + (size >> 1);
					swapVariables (array[mid], array[firstElement]);

					int i = firstElement;
					int j = lastElement + 1;

					for (;;)
					{
						while (++i <= lastElement
								&& comparator.compareElements (array[i], array [firstElement]) <= 0)
						{}

						while (--j > firstElement
								&& comparator.compareElements (array[j], array [firstElement]) >= 0)
						{}

						if (j < i)
							break;

						swapVariables (array[i], array[j]);
					}

					swapVariables (array[j], array[firstElement]);

					if (j - 1 - firstElement >= lastElement - i)
					{
						if (firstElement + 1 < j)
						{
							fromStack [stackIndex] = firstElement;
							toStack [stackIndex] = j - 1;
							++stackIndex;
						}

						if (i < lastElement)
						{
							firstElement = i;
							continue;
						}
					}
					else
					{
						if (i < lastElement)
						{
							fromStack [stackIndex] = i;
							toStack [stackIndex] = lastElement;
							++stackIndex;
						}

						if (firstElement + 1 < j)
						{
							lastElement = j - 1;
							continue;
						}
					}
				}

				if (--stackIndex < 0)
					break;

				jassert (stackIndex < numElementsInArray (fromStack));

				firstElement = fromStack [stackIndex];
				lastElement = toStack [stackIndex];
			}
		}
	}
}

/**
	Searches a sorted array of elements, looking for the index at which a specified value
	should be inserted for it to be in the correct order.

	The comparator object that is passed-in must define a public method with the following
	signature:
	@code
	int compareElements (ElementType first, ElementType second);
	@endcode

	..and this method must return:
	  - a value of < 0 if the first comes before the second
	  - a value of 0 if the two objects are equivalent
	  - a value of > 0 if the second comes before the first

	To improve performance, the compareElements() method can be declared as static or const.

	@param comparator	   an object which defines a compareElements() method
	@param array		the array to search
	@param newElement	   the value that is going to be inserted
	@param firstElement	 the index of the first element to search
	@param lastElement	  the index of the last element in the range (this is non-inclusive)
*/
template <class ElementType, class ElementComparator>
static int findInsertIndexInSortedArray (ElementComparator& comparator,
										 ElementType* const array,
										 const ElementType newElement,
										 int firstElement,
										 int lastElement)
{
	jassert (firstElement <= lastElement);

	(void) comparator;  // if you pass in an object with a static compareElements() method, this
						// avoids getting warning messages about the parameter being unused

	while (firstElement < lastElement)
	{
		if (comparator.compareElements (newElement, array [firstElement]) == 0)
		{
			++firstElement;
			break;
		}
		else
		{
			const int halfway = (firstElement + lastElement) >> 1;

			if (halfway == firstElement)
			{
				if (comparator.compareElements (newElement, array [halfway]) >= 0)
					++firstElement;

				break;
			}
			else if (comparator.compareElements (newElement, array [halfway]) >= 0)
			{
				firstElement = halfway;
			}
			else
			{
				lastElement = halfway;
			}
		}
	}

	return firstElement;
}

/**
	A simple ElementComparator class that can be used to sort an array of
	objects that support the '<' operator.

	This will work for primitive types and objects that implement operator<().

	Example: @code
	Array <int> myArray;
	DefaultElementComparator<int> sorter;
	myArray.sort (sorter);
	@endcode

	@see ElementComparator
*/
template <class ElementType>
class DefaultElementComparator
{
private:
	typedef PARAMETER_TYPE (ElementType) ParameterType;

public:
	static int compareElements (ParameterType first, ParameterType second)
	{
		return (first < second) ? -1 : ((second < first) ? 1 : 0);
	}
};

#endif   // __JUCE_ELEMENTCOMPARATOR_JUCEHEADER__
/*** End of inlined file: juce_ElementComparator.h ***/


/*** Start of inlined file: juce_CriticalSection.h ***/
#ifndef __JUCE_CRITICALSECTION_JUCEHEADER__
#define __JUCE_CRITICALSECTION_JUCEHEADER__

class JUCE_API  ScopedLock;
class JUCE_API  ScopedUnlock;

/**
	Prevents multiple threads from accessing shared objects at the same time.

	@see ScopedLock, Thread, InterProcessLock
*/
class JUCE_API  CriticalSection
{
public:

	/**
		Creates a CriticalSection object
	*/
	CriticalSection() throw();

	/** Destroys a CriticalSection object.

		If the critical section is deleted whilst locked, its subsequent behaviour
		is unpredictable.
	*/
	~CriticalSection() throw();

	/** Locks this critical section.

		If the lock is currently held by another thread, this will wait until it
		becomes free.

		If the lock is already held by the caller thread, the method returns immediately.

		@see exit, ScopedLock
	*/
	void enter() const throw();

	/** Attempts to lock this critical section without blocking.

		This method behaves identically to CriticalSection::enter, except that the caller thread
		does not wait if the lock is currently held by another thread but returns false immediately.

		@returns false if the lock is currently held by another thread, true otherwise.
		@see enter
	*/
	bool tryEnter() const throw();

	/** Releases the lock.

		If the caller thread hasn't got the lock, this can have unpredictable results.

		If the enter() method has been called multiple times by the thread, each
		call must be matched by a call to exit() before other threads will be allowed
		to take over the lock.

		@see enter, ScopedLock
	*/
	void exit() const throw();

	/** Provides the type of scoped lock to use with this type of critical section object. */
	typedef ScopedLock	  ScopedLockType;

	/** Provides the type of scoped unlocker to use with this type of critical section object. */
	typedef ScopedUnlock	ScopedUnlockType;

	juce_UseDebuggingNewOperator

private:

#if JUCE_WINDOWS
  #if JUCE_64BIT
	// To avoid including windows.h in the public Juce includes, we'll just allocate a
	// block of memory here that's big enough to be used internally as a windows critical
	// section object.
	uint8 internal [44];
  #else
	uint8 internal [24];
  #endif
#else
	mutable pthread_mutex_t internal;
#endif

	CriticalSection (const CriticalSection&);
	CriticalSection& operator= (const CriticalSection&);
};

/**
	A class that can be used in place of a real CriticalSection object.

	This is currently used by some templated classes, and should get
	optimised out by the compiler.

	@see Array, OwnedArray, ReferenceCountedArray
*/
class JUCE_API  DummyCriticalSection
{
public:
	inline DummyCriticalSection() throw()	 {}
	inline ~DummyCriticalSection() throw()	{}

	inline void enter() const throw()		 {}
	inline void exit() const throw()		  {}

	/** A dummy scoped-lock type to use with a dummy critical section. */
	struct ScopedLockType
	{
		ScopedLockType (const DummyCriticalSection&) throw() {}
	};

	/** A dummy scoped-unlocker type to use with a dummy critical section. */
	typedef ScopedLockType ScopedUnlockType;

private:
	DummyCriticalSection (const DummyCriticalSection&);
	DummyCriticalSection& operator= (const DummyCriticalSection&);
};

#endif   // __JUCE_CRITICALSECTION_JUCEHEADER__
/*** End of inlined file: juce_CriticalSection.h ***/

/**
	Holds a resizable array of primitive or copy-by-value objects.

	Examples of arrays are: Array<int>, Array<Rectangle> or Array<MyClass*>

	The Array class can be used to hold simple, non-polymorphic objects as well as primitive types - to
	do so, the class must fulfil these requirements:
	- it must have a copy constructor and assignment operator
	- it must be able to be relocated in memory by a memcpy without this causing any problems - so
	  objects whose functionality relies on external pointers or references to themselves can be used.

	You can of course have an array of pointers to any kind of object, e.g. Array <MyClass*>, but if
	you do this, the array doesn't take any ownership of the objects - see the OwnedArray class or the
	ReferenceCountedArray class for more powerful ways of holding lists of objects.

	For holding lists of strings, you can use Array\<String\>, but it's usually better to use the
	specialised class StringArray, which provides more useful functions.

	To make all the array's methods thread-safe, pass in "CriticalSection" as the templated
	TypeOfCriticalSectionToUse parameter, instead of the default DummyCriticalSection.

	@see OwnedArray, ReferenceCountedArray, StringArray, CriticalSection
*/
template <typename ElementType,
		  typename TypeOfCriticalSectionToUse = DummyCriticalSection>
class Array
{
private:
  #if defined (_MSC_VER) && _MSC_VER <= 1400
	typedef const ElementType& ParameterType;
  #else
	typedef PARAMETER_TYPE (ElementType) ParameterType;
  #endif

public:

	/** Creates an empty array. */
	Array() throw()
	   : numUsed (0)
	{
	}

	/** Creates a copy of another array.
		@param other	the array to copy
	*/
	Array (const Array<ElementType, TypeOfCriticalSectionToUse>& other)
	{
		const ScopedLockType lock (other.getLock());
		numUsed = other.numUsed;
		data.setAllocatedSize (other.numUsed);

		for (int i = 0; i < numUsed; ++i)
			new (data.elements + i) ElementType (other.data.elements[i]);
	}

	/** Initalises from a null-terminated C array of values.

		@param values   the array to copy from
	*/
	template <typename TypeToCreateFrom>
	explicit Array (const TypeToCreateFrom* values)
	   : numUsed (0)
	{
		while (*values != TypeToCreateFrom())
			add (*values++);
	}

	/** Initalises from a C array of values.

		@param values	   the array to copy from
		@param numValues	the number of values in the array
	*/
	template <typename TypeToCreateFrom>
	Array (const TypeToCreateFrom* values, int numValues)
	   : numUsed (numValues)
	{
		data.setAllocatedSize (numValues);

		for (int i = 0; i < numValues; ++i)
			new (data.elements + i) ElementType (values[i]);
	}

	/** Destructor. */
	~Array()
	{
		for (int i = 0; i < numUsed; ++i)
			data.elements[i].~ElementType();
	}

	/** Copies another array.
		@param other	the array to copy
	*/
	Array& operator= (const Array& other)
	{
		if (this != &other)
		{
			Array<ElementType, TypeOfCriticalSectionToUse> otherCopy (other);
			swapWithArray (otherCopy);
		}

		return *this;
	}

	/** Compares this array to another one.
		Two arrays are considered equal if they both contain the same set of
		elements, in the same order.
		@param other	the other array to compare with
	*/
	template <class OtherArrayType>
	bool operator== (const OtherArrayType& other) const
	{
		const ScopedLockType lock (getLock());

		if (numUsed != other.numUsed)
			return false;

		for (int i = numUsed; --i >= 0;)
			if (! (data.elements [i] == other.data.elements [i]))
				return false;

		return true;
	}

	/** Compares this array to another one.
		Two arrays are considered equal if they both contain the same set of
		elements, in the same order.
		@param other	the other array to compare with
	*/
	template <class OtherArrayType>
	bool operator!= (const OtherArrayType& other) const
	{
		return ! operator== (other);
	}

	/** Removes all elements from the array.
		This will remove all the elements, and free any storage that the array is
		using. To clear the array without freeing the storage, use the clearQuick()
		method instead.

		@see clearQuick
	*/
	void clear()
	{
		const ScopedLockType lock (getLock());

		for (int i = 0; i < numUsed; ++i)
			data.elements[i].~ElementType();

		data.setAllocatedSize (0);
		numUsed = 0;
	}

	/** Removes all elements from the array without freeing the array's allocated storage.

		@see clear
	*/
	void clearQuick()
	{
		const ScopedLockType lock (getLock());

		for (int i = 0; i < numUsed; ++i)
			data.elements[i].~ElementType();

		numUsed = 0;
	}

	/** Returns the current number of elements in the array.
	*/
	inline int size() const throw()
	{
		return numUsed;
	}

	/** Returns one of the elements in the array.
		If the index passed in is beyond the range of valid elements, this
		will return zero.

		If you're certain that the index will always be a valid element, you
		can call getUnchecked() instead, which is faster.

		@param index	the index of the element being requested (0 is the first element in the array)
		@see getUnchecked, getFirst, getLast
	*/
	inline ElementType operator[] (const int index) const
	{
		const ScopedLockType lock (getLock());
		return (((unsigned int) index) < (unsigned int) numUsed) ? data.elements [index]
																 : ElementType();
	}

	/** Returns one of the elements in the array, without checking the index passed in.

		Unlike the operator[] method, this will try to return an element without
		checking that the index is within the bounds of the array, so should only
		be used when you're confident that it will always be a valid index.

		@param index	the index of the element being requested (0 is the first element in the array)
		@see operator[], getFirst, getLast
	*/
	inline const ElementType getUnchecked (const int index) const
	{
		const ScopedLockType lock (getLock());
		jassert (((unsigned int) index) < (unsigned int) numUsed);
		return data.elements [index];
	}

	/** Returns a direct reference to one of the elements in the array, without checking the index passed in.

		This is like getUnchecked, but returns a direct reference to the element, so that
		you can alter it directly. Obviously this can be dangerous, so only use it when
		absolutely necessary.

		@param index	the index of the element being requested (0 is the first element in the array)
		@see operator[], getFirst, getLast
	*/
	inline ElementType& getReference (const int index) const throw()
	{
		const ScopedLockType lock (getLock());
		jassert (((unsigned int) index) < (unsigned int) numUsed);
		return data.elements [index];
	}

	/** Returns the first element in the array, or 0 if the array is empty.

		@see operator[], getUnchecked, getLast
	*/
	inline ElementType getFirst() const
	{
		const ScopedLockType lock (getLock());
		return (numUsed > 0) ? data.elements [0]
							 : ElementType();
	}

	/** Returns the last element in the array, or 0 if the array is empty.

		@see operator[], getUnchecked, getFirst
	*/
	inline ElementType getLast() const
	{
		const ScopedLockType lock (getLock());
		return (numUsed > 0) ? data.elements [numUsed - 1]
							 : ElementType();
	}

	/** Returns a pointer to the actual array data.
		This pointer will only be valid until the next time a non-const method
		is called on the array.
	*/
	inline ElementType* getRawDataPointer() throw()
	{
		return data.elements;
	}

	/** Finds the index of the first element which matches the value passed in.

		This will search the array for the given object, and return the index
		of its first occurrence. If the object isn't found, the method will return -1.

		@param elementToLookFor   the value or object to look for
		@returns		  the index of the object, or -1 if it's not found
	*/
	int indexOf (ParameterType elementToLookFor) const
	{
		const ScopedLockType lock (getLock());
		const ElementType* e = data.elements.getData();
		const ElementType* const end = e + numUsed;

		while (e != end)
		{
			if (elementToLookFor == *e)
				return static_cast <int> (e - data.elements.getData());

			++e;
		}

		return -1;
	}

	/** Returns true if the array contains at least one occurrence of an object.

		@param elementToLookFor	 the value or object to look for
		@returns			true if the item is found
	*/
	bool contains (ParameterType elementToLookFor) const
	{
		const ScopedLockType lock (getLock());
		const ElementType* e = data.elements.getData();
		const ElementType* const end = e + numUsed;

		while (e != end)
		{
			if (elementToLookFor == *e)
				return true;

			++e;
		}

		return false;
	}

	/** Appends a new element at the end of the array.

		@param newElement	   the new object to add to the array
		@see set, insert, addIfNotAlreadyThere, addSorted, addUsingDefaultSort, addArray
	*/
	void add (ParameterType newElement)
	{
		const ScopedLockType lock (getLock());
		data.ensureAllocatedSize (numUsed + 1);
		new (data.elements + numUsed++) ElementType (newElement);
	}

	/** Inserts a new element into the array at a given position.

		If the index is less than 0 or greater than the size of the array, the
		element will be added to the end of the array.
		Otherwise, it will be inserted into the array, moving all the later elements
		along to make room.

		@param indexToInsertAt	the index at which the new element should be
								  inserted (pass in -1 to add it to the end)
		@param newElement	 the new object to add to the array
		@see add, addSorted, addUsingDefaultSort, set
	*/
	void insert (int indexToInsertAt, ParameterType newElement)
	{
		const ScopedLockType lock (getLock());
		data.ensureAllocatedSize (numUsed + 1);

		if (((unsigned int) indexToInsertAt) < (unsigned int) numUsed)
		{
			ElementType* const insertPos = data.elements + indexToInsertAt;
			const int numberToMove = numUsed - indexToInsertAt;

			if (numberToMove > 0)
				memmove (insertPos + 1, insertPos, numberToMove * sizeof (ElementType));

			new (insertPos) ElementType (newElement);
			++numUsed;
		}
		else
		{
			new (data.elements + numUsed++) ElementType (newElement);
		}
	}

	/** Inserts multiple copies of an element into the array at a given position.

		If the index is less than 0 or greater than the size of the array, the
		element will be added to the end of the array.
		Otherwise, it will be inserted into the array, moving all the later elements
		along to make room.

		@param indexToInsertAt	the index at which the new element should be inserted
		@param newElement	 the new object to add to the array
		@param numberOfTimesToInsertIt  how many copies of the value to insert
		@see insert, add, addSorted, set
	*/
	void insertMultiple (int indexToInsertAt, ParameterType newElement,
						 int numberOfTimesToInsertIt)
	{
		if (numberOfTimesToInsertIt > 0)
		{
			const ScopedLockType lock (getLock());
			data.ensureAllocatedSize (numUsed + numberOfTimesToInsertIt);
			ElementType* insertPos;

			if (((unsigned int) indexToInsertAt) < (unsigned int) numUsed)
			{
				insertPos = data.elements + indexToInsertAt;
				const int numberToMove = numUsed - indexToInsertAt;
				memmove (insertPos + numberOfTimesToInsertIt, insertPos, numberToMove * sizeof (ElementType));
			}
			else
			{
				insertPos = data.elements + numUsed;
			}

			numUsed += numberOfTimesToInsertIt;

			while (--numberOfTimesToInsertIt >= 0)
				new (insertPos++) ElementType (newElement);
		}
	}

	/** Inserts an array of values into this array at a given position.

		If the index is less than 0 or greater than the size of the array, the
		new elements will be added to the end of the array.
		Otherwise, they will be inserted into the array, moving all the later elements
		along to make room.

		@param indexToInsertAt	  the index at which the first new element should be inserted
		@param newElements	  the new values to add to the array
		@param numberOfElements	 how many items are in the array
		@see insert, add, addSorted, set
	*/
	void insertArray (int indexToInsertAt,
					  const ElementType* newElements,
					  int numberOfElements)
	{
		if (numberOfElements > 0)
		{
			const ScopedLockType lock (getLock());
			data.ensureAllocatedSize (numUsed + numberOfElements);
			ElementType* insertPos;

			if (((unsigned int) indexToInsertAt) < (unsigned int) numUsed)
			{
				insertPos = data.elements + indexToInsertAt;
				const int numberToMove = numUsed - indexToInsertAt;
				memmove (insertPos + numberOfElements, insertPos, numberToMove * sizeof (ElementType));
			}
			else
			{
				insertPos = data.elements + numUsed;
			}

			numUsed += numberOfElements;

			while (--numberOfElements >= 0)
				new (insertPos++) ElementType (*newElements++);
		}
	}

	/** Appends a new element at the end of the array as long as the array doesn't
		already contain it.

		If the array already contains an element that matches the one passed in, nothing
		will be done.

		@param newElement   the new object to add to the array
	*/
	void addIfNotAlreadyThere (ParameterType newElement)
	{
		const ScopedLockType lock (getLock());

		if (! contains (newElement))
			add (newElement);
	}

	/** Replaces an element with a new value.

		If the index is less than zero, this method does nothing.
		If the index is beyond the end of the array, the item is added to the end of the array.

		@param indexToChange	the index whose value you want to change
		@param newValue	 the new value to set for this index.
		@see add, insert
	*/
	void set (const int indexToChange, ParameterType newValue)
	{
		jassert (indexToChange >= 0);
		const ScopedLockType lock (getLock());

		if (((unsigned int) indexToChange) < (unsigned int) numUsed)
		{
			data.elements [indexToChange] = newValue;
		}
		else if (indexToChange >= 0)
		{
			data.ensureAllocatedSize (numUsed + 1);
			new (data.elements + numUsed++) ElementType (newValue);
		}
	}

	/** Replaces an element with a new value without doing any bounds-checking.

		This just sets a value directly in the array's internal storage, so you'd
		better make sure it's in range!

		@param indexToChange	the index whose value you want to change
		@param newValue	 the new value to set for this index.
		@see set, getUnchecked
	*/
	void setUnchecked (const int indexToChange, ParameterType newValue)
	{
		const ScopedLockType lock (getLock());
		jassert (((unsigned int) indexToChange) < (unsigned int) numUsed);
		data.elements [indexToChange] = newValue;
	}

	/** Adds elements from an array to the end of this array.

		@param elementsToAdd	the array of elements to add
		@param numElementsToAdd	 how many elements are in this other array
		@see add
	*/
	void addArray (const ElementType* elementsToAdd, int numElementsToAdd)
	{
		const ScopedLockType lock (getLock());

		if (numElementsToAdd > 0)
		{
			data.ensureAllocatedSize (numUsed + numElementsToAdd);

			while (--numElementsToAdd >= 0)
			{
				new (data.elements + numUsed) ElementType (*elementsToAdd++);
				++numUsed;
			}
		}
	}

	/** This swaps the contents of this array with those of another array.

		If you need to exchange two arrays, this is vastly quicker than using copy-by-value
		because it just swaps their internal pointers.
	*/
	void swapWithArray (Array& otherArray) throw()
	{
		const ScopedLockType lock1 (getLock());
		const ScopedLockType lock2 (otherArray.getLock());

		data.swapWith (otherArray.data);
		swapVariables (numUsed, otherArray.numUsed);
	}

	/** Adds elements from another array to the end of this array.

		@param arrayToAddFrom	   the array from which to copy the elements
		@param startIndex	   the first element of the other array to start copying from
		@param numElementsToAdd	 how many elements to add from the other array. If this
									value is negative or greater than the number of available elements,
									all available elements will be copied.
		@see add
	*/
	template <class OtherArrayType>
	void addArray (const OtherArrayType& arrayToAddFrom,
				   int startIndex = 0,
				   int numElementsToAdd = -1)
	{
		const typename OtherArrayType::ScopedLockType lock1 (arrayToAddFrom.getLock());

		{
			const ScopedLockType lock2 (getLock());

			if (startIndex < 0)
			{
				jassertfalse;
				startIndex = 0;
			}

			if (numElementsToAdd < 0 || startIndex + numElementsToAdd > arrayToAddFrom.size())
				numElementsToAdd = arrayToAddFrom.size() - startIndex;

			while (--numElementsToAdd >= 0)
				add (arrayToAddFrom.getUnchecked (startIndex++));
		}
	}

	/** Inserts a new element into the array, assuming that the array is sorted.

		This will use a comparator to find the position at which the new element
		should go. If the array isn't sorted, the behaviour of this
		method will be unpredictable.

		@param comparator   the comparator to use to compare the elements - see the sort()
							method for details about the form this object should take
		@param newElement   the new element to insert to the array
		@see addUsingDefaultSort, add, sort
	*/
	template <class ElementComparator>
	void addSorted (ElementComparator& comparator, ParameterType newElement)
	{
		const ScopedLockType lock (getLock());
		insert (findInsertIndexInSortedArray (comparator, data.elements.getData(), newElement, 0, numUsed), newElement);
	}

	/** Inserts a new element into the array, assuming that the array is sorted.

		This will use the DefaultElementComparator class for sorting, so your ElementType
		must be suitable for use with that class. If the array isn't sorted, the behaviour of this
		method will be unpredictable.

		@param newElement   the new element to insert to the array
		@see addSorted, sort
	*/
	void addUsingDefaultSort (ParameterType newElement)
	{
		DefaultElementComparator <ElementType> comparator;
		addSorted (comparator, newElement);
	}

	/** Finds the index of an element in the array, assuming that the array is sorted.

		This will use a comparator to do a binary-chop to find the index of the given
		element, if it exists. If the array isn't sorted, the behaviour of this
		method will be unpredictable.

		@param comparator	   the comparator to use to compare the elements - see the sort()
									method for details about the form this object should take
		@param elementToLookFor	 the element to search for
		@returns			the index of the element, or -1 if it's not found
		@see addSorted, sort
	*/
	template <class ElementComparator>
	int indexOfSorted (ElementComparator& comparator, ParameterType elementToLookFor) const
	{
		(void) comparator;  // if you pass in an object with a static compareElements() method, this
							// avoids getting warning messages about the parameter being unused

		const ScopedLockType lock (getLock());
		int start = 0;
		int end = numUsed;

		for (;;)
		{
			if (start >= end)
			{
				return -1;
			}
			else if (comparator.compareElements (elementToLookFor, data.elements [start]) == 0)
			{
				return start;
			}
			else
			{
				const int halfway = (start + end) >> 1;

				if (halfway == start)
					return -1;
				else if (comparator.compareElements (elementToLookFor, data.elements [halfway]) >= 0)
					start = halfway;
				else
					end = halfway;
			}
		}
	}

	/** Removes an element from the array.

		This will remove the element at a given index, and move back
		all the subsequent elements to close the gap.
		If the index passed in is out-of-range, nothing will happen.

		@param indexToRemove	the index of the element to remove
		@returns		the element that has been removed
		@see removeValue, removeRange
	*/
	ElementType remove (const int indexToRemove)
	{
		const ScopedLockType lock (getLock());

		if (((unsigned int) indexToRemove) < (unsigned int) numUsed)
		{
			--numUsed;

			ElementType* const e = data.elements + indexToRemove;
			ElementType removed (*e);
			e->~ElementType();
			const int numberToShift = numUsed - indexToRemove;

			if (numberToShift > 0)
				memmove (e, e + 1, numberToShift * sizeof (ElementType));

			if ((numUsed << 1) < data.numAllocated)
				minimiseStorageOverheads();

			return removed;
		}
		else
		{
			return ElementType();
		}
	}

	/** Removes an item from the array.

		This will remove the first occurrence of the given element from the array.
		If the item isn't found, no action is taken.

		@param valueToRemove   the object to try to remove
		@see remove, removeRange
	*/
	void removeValue (ParameterType valueToRemove)
	{
		const ScopedLockType lock (getLock());
		ElementType* e = data.elements;

		for (int i = numUsed; --i >= 0;)
		{
			if (valueToRemove == *e)
			{
				remove (static_cast <int> (e - data.elements.getData()));
				break;
			}

			++e;
		}
	}

	/** Removes a range of elements from the array.

		This will remove a set of elements, starting from the given index,
		and move subsequent elements down to close the gap.

		If the range extends beyond the bounds of the array, it will
		be safely clipped to the size of the array.

		@param startIndex	   the index of the first element to remove
		@param numberToRemove   how many elements should be removed
		@see remove, removeValue
	*/
	void removeRange (int startIndex, int numberToRemove)
	{
		const ScopedLockType lock (getLock());
		const int endIndex = jlimit (0, numUsed, startIndex + numberToRemove);
		startIndex = jlimit (0, numUsed, startIndex);

		if (endIndex > startIndex)
		{
			ElementType* const e = data.elements + startIndex;

			numberToRemove = endIndex - startIndex;
			for (int i = 0; i < numberToRemove; ++i)
				e[i].~ElementType();

			const int numToShift = numUsed - endIndex;
			if (numToShift > 0)
				memmove (e, e + numberToRemove, numToShift * sizeof (ElementType));

			numUsed -= numberToRemove;

			if ((numUsed << 1) < data.numAllocated)
				minimiseStorageOverheads();
		}
	}

	/** Removes the last n elements from the array.

		@param howManyToRemove   how many elements to remove from the end of the array
		@see remove, removeValue, removeRange
	*/
	void removeLast (int howManyToRemove = 1)
	{
		const ScopedLockType lock (getLock());

		if (howManyToRemove > numUsed)
			howManyToRemove = numUsed;

		for (int i = 0; i < howManyToRemove; ++i)
			data.elements [numUsed - i].~ElementType();

		numUsed -= howManyToRemove;

		if ((numUsed << 1) < data.numAllocated)
			minimiseStorageOverheads();
	}

	/** Removes any elements which are also in another array.

		@param otherArray   the other array in which to look for elements to remove
		@see removeValuesNotIn, remove, removeValue, removeRange
	*/
	template <class OtherArrayType>
	void removeValuesIn (const OtherArrayType& otherArray)
	{
		const typename OtherArrayType::ScopedLockType lock1 (otherArray.getLock());
		const ScopedLockType lock2 (getLock());

		if (this == &otherArray)
		{
			clear();
		}
		else
		{
			if (otherArray.size() > 0)
			{
				for (int i = numUsed; --i >= 0;)
					if (otherArray.contains (data.elements [i]))
						remove (i);
			}
		}
	}

	/** Removes any elements which are not found in another array.

		Only elements which occur in this other array will be retained.

		@param otherArray	the array in which to look for elements NOT to remove
		@see removeValuesIn, remove, removeValue, removeRange
	*/
	template <class OtherArrayType>
	void removeValuesNotIn (const OtherArrayType& otherArray)
	{
		const typename OtherArrayType::ScopedLockType lock1 (otherArray.getLock());
		const ScopedLockType lock2 (getLock());

		if (this != &otherArray)
		{
			if (otherArray.size() <= 0)
			{
				clear();
			}
			else
			{
				for (int i = numUsed; --i >= 0;)
					if (! otherArray.contains (data.elements [i]))
						remove (i);
			}
		}
	}

	/** Swaps over two elements in the array.

		This swaps over the elements found at the two indexes passed in.
		If either index is out-of-range, this method will do nothing.

		@param index1   index of one of the elements to swap
		@param index2   index of the other element to swap
	*/
	void swap (const int index1,
			   const int index2)
	{
		const ScopedLockType lock (getLock());

		if (((unsigned int) index1) < (unsigned int) numUsed
			&& ((unsigned int) index2) < (unsigned int) numUsed)
		{
			swapVariables (data.elements [index1],
						   data.elements [index2]);
		}
	}

	/** Moves one of the values to a different position.

		This will move the value to a specified index, shuffling along
		any intervening elements as required.

		So for example, if you have the array { 0, 1, 2, 3, 4, 5 } then calling
		move (2, 4) would result in { 0, 1, 3, 4, 2, 5 }.

		@param currentIndex	 the index of the value to be moved. If this isn't a
								valid index, then nothing will be done
		@param newIndex	 the index at which you'd like this value to end up. If this
								is less than zero, the value will be moved to the end
								of the array
	*/
	void move (const int currentIndex, int newIndex) throw()
	{
		if (currentIndex != newIndex)
		{
			const ScopedLockType lock (getLock());

			if (((unsigned int) currentIndex) < (unsigned int) numUsed)
			{
				if (((unsigned int) newIndex) >= (unsigned int) numUsed)
					newIndex = numUsed - 1;

				char tempCopy [sizeof (ElementType)];
				memcpy (tempCopy, data.elements + currentIndex, sizeof (ElementType));

				if (newIndex > currentIndex)
				{
					memmove (data.elements + currentIndex,
							 data.elements + currentIndex + 1,
							 (newIndex - currentIndex) * sizeof (ElementType));
				}
				else
				{
					memmove (data.elements + newIndex + 1,
							 data.elements + newIndex,
							 (currentIndex - newIndex) * sizeof (ElementType));
				}

				memcpy (data.elements + newIndex, tempCopy, sizeof (ElementType));
			}
		}
	}

	/** Reduces the amount of storage being used by the array.

		Arrays typically allocate slightly more storage than they need, and after
		removing elements, they may have quite a lot of unused space allocated.
		This method will reduce the amount of allocated storage to a minimum.
	*/
	void minimiseStorageOverheads()
	{
		const ScopedLockType lock (getLock());
		data.shrinkToNoMoreThan (numUsed);
	}

	/** Increases the array's internal storage to hold a minimum number of elements.

		Calling this before adding a large known number of elements means that
		the array won't have to keep dynamically resizing itself as the elements
		are added, and it'll therefore be more efficient.
	*/
	void ensureStorageAllocated (const int minNumElements)
	{
		const ScopedLockType lock (getLock());
		data.ensureAllocatedSize (minNumElements);
	}

	/** Sorts the elements in the array.

		This will use a comparator object to sort the elements into order. The object
		passed must have a method of the form:
		@code
		int compareElements (ElementType first, ElementType second);
		@endcode

		..and this method must return:
		  - a value of < 0 if the first comes before the second
		  - a value of 0 if the two objects are equivalent
		  - a value of > 0 if the second comes before the first

		To improve performance, the compareElements() method can be declared as static or const.

		@param comparator   the comparator to use for comparing elements.
		@param retainOrderOfEquivalentItems	 if this is true, then items
							which the comparator says are equivalent will be
							kept in the order in which they currently appear
							in the array. This is slower to perform, but may
							be important in some cases. If it's false, a faster
							algorithm is used, but equivalent elements may be
							rearranged.

		@see addSorted, indexOfSorted, sortArray
	*/
	template <class ElementComparator>
	void sort (ElementComparator& comparator,
			   const bool retainOrderOfEquivalentItems = false) const
	{
		const ScopedLockType lock (getLock());
		(void) comparator;  // if you pass in an object with a static compareElements() method, this
							// avoids getting warning messages about the parameter being unused
		sortArray (comparator, data.elements.getData(), 0, size() - 1, retainOrderOfEquivalentItems);
	}

	/** Returns the CriticalSection that locks this array.
		To lock, you can call getLock().enter() and getLock().exit(), or preferably use
		an object of ScopedLockType as an RAII lock for it.
	*/
	inline const TypeOfCriticalSectionToUse& getLock() const throw()	   { return data; }

	/** Returns the type of scoped lock to use for locking this array */
	typedef typename TypeOfCriticalSectionToUse::ScopedLockType ScopedLockType;

	juce_UseDebuggingNewOperator

private:
	ArrayAllocationBase <ElementType, TypeOfCriticalSectionToUse> data;
	int numUsed;
};

#endif   // __JUCE_ARRAY_JUCEHEADER__
/*** End of inlined file: juce_Array.h ***/


#endif
#ifndef __JUCE_ARRAYALLOCATIONBASE_JUCEHEADER__

#endif
#ifndef __JUCE_BIGINTEGER_JUCEHEADER__

/*** Start of inlined file: juce_BigInteger.h ***/
#ifndef __JUCE_BIGINTEGER_JUCEHEADER__
#define __JUCE_BIGINTEGER_JUCEHEADER__

class MemoryBlock;

/**
	An arbitrarily large integer class.

	A BigInteger can be used in a similar way to a normal integer, but has no size
	limit (except for memory and performance constraints).

	Negative values are possible, but the value isn't stored as 2s-complement, so
	be careful if you use negative values and look at the values of individual bits.
*/
class JUCE_API  BigInteger
{
public:

	/** Creates an empty BigInteger */
	BigInteger();

	/** Creates a BigInteger containing an integer value in its low bits.

		The low 32 bits of the number are initialised with this value.
	*/
	BigInteger (uint32 value);

	/** Creates a BigInteger containing an integer value in its low bits.

		The low 32 bits of the number are initialised with the absolute value
		passed in, and its sign is set to reflect the sign of the number.
	*/
	BigInteger (int32 value);

	/** Creates a BigInteger containing an integer value in its low bits.

		The low 64 bits of the number are initialised with the absolute value
		passed in, and its sign is set to reflect the sign of the number.
	*/
	BigInteger (int64 value);

	/** Creates a copy of another BigInteger. */
	BigInteger (const BigInteger& other);

	/** Destructor. */
	~BigInteger();

	/** Copies another BigInteger onto this one. */
	BigInteger& operator= (const BigInteger& other);

	/** Swaps the internal contents of this with another object. */
	void swapWith (BigInteger& other) throw();

	/** Returns the value of a specified bit in the number.
		If the index is out-of-range, the result will be false.
	*/
	bool operator[] (int bit) const throw();

	/** Returns true if no bits are set. */
	bool isZero() const throw();

	/** Returns true if the value is 1. */
	bool isOne() const throw();

	/** Attempts to get the lowest bits of the value as an integer.
		If the value is bigger than the integer limits, this will return only the lower bits.
	*/
	int toInteger() const throw();

	/** Resets the value to 0. */
	void clear();

	/** Clears a particular bit in the number. */
	void clearBit (int bitNumber) throw();

	/** Sets a specified bit to 1. */
	void setBit (int bitNumber);

	/** Sets or clears a specified bit. */
	void setBit (int bitNumber, bool shouldBeSet);

	/** Sets a range of bits to be either on or off.

		@param startBit	 the first bit to change
		@param numBits	  the number of bits to change
		@param shouldBeSet  whether to turn these bits on or off
	*/
	void setRange (int startBit, int numBits, bool shouldBeSet);

	/** Inserts a bit an a given position, shifting up any bits above it. */
	void insertBit (int bitNumber, bool shouldBeSet);

	/** Returns a range of bits as a new BigInteger.

		e.g. getBitRangeAsInt (0, 64) would return the lowest 64 bits.
		@see getBitRangeAsInt
	*/
	const BigInteger getBitRange (int startBit, int numBits) const;

	/** Returns a range of bits as an integer value.

		e.g. getBitRangeAsInt (0, 32) would return the lowest 32 bits.

		Asking for more than 32 bits isn't allowed (obviously) - for that, use
		getBitRange().
	*/
	int getBitRangeAsInt (int startBit, int numBits) const throw();

	/** Sets a range of bits to an integer value.

		Copies the given integer onto a range of bits, starting at startBit,
		and using up to numBits of the available bits.
	*/
	void setBitRangeAsInt (int startBit, int numBits, uint32 valueToSet);

	/** Shifts a section of bits left or right.

		@param howManyBitsLeft  how far to move the bits (+ve numbers shift it left, -ve numbers shift it right).
		@param startBit	 the first bit to affect - if this is > 0, only bits above that index will be affected.
	*/
	void shiftBits (int howManyBitsLeft, int startBit);

	/** Returns the total number of set bits in the value. */
	int countNumberOfSetBits() const throw();

	/** Looks for the index of the next set bit after a given starting point.

		This searches from startIndex (inclusive) upwards for the first set bit,
		and returns its index. If no set bits are found, it returns -1.
	*/
	int findNextSetBit (int startIndex = 0) const throw();

	/** Looks for the index of the next clear bit after a given starting point.

		This searches from startIndex (inclusive) upwards for the first clear bit,
		and returns its index.
	*/
	int findNextClearBit (int startIndex = 0) const throw();

	/** Returns the index of the highest set bit in the number.
		If the value is zero, this will return -1.
	*/
	int getHighestBit() const throw();

	// All the standard arithmetic ops...

	BigInteger& operator+= (const BigInteger& other);
	BigInteger& operator-= (const BigInteger& other);
	BigInteger& operator*= (const BigInteger& other);
	BigInteger& operator/= (const BigInteger& other);
	BigInteger& operator|= (const BigInteger& other);
	BigInteger& operator&= (const BigInteger& other);
	BigInteger& operator^= (const BigInteger& other);
	BigInteger& operator%= (const BigInteger& other);
	BigInteger& operator<<= (int numBitsToShift);
	BigInteger& operator>>= (int numBitsToShift);
	BigInteger& operator++();
	BigInteger& operator--();
	const BigInteger operator++ (int);
	const BigInteger operator-- (int);

	const BigInteger operator-() const;
	const BigInteger operator+ (const BigInteger& other) const;
	const BigInteger operator- (const BigInteger& other) const;
	const BigInteger operator* (const BigInteger& other) const;
	const BigInteger operator/ (const BigInteger& other) const;
	const BigInteger operator| (const BigInteger& other) const;
	const BigInteger operator& (const BigInteger& other) const;
	const BigInteger operator^ (const BigInteger& other) const;
	const BigInteger operator% (const BigInteger& other) const;
	const BigInteger operator<< (int numBitsToShift) const;
	const BigInteger operator>> (int numBitsToShift) const;

	bool operator== (const BigInteger& other) const throw();
	bool operator!= (const BigInteger& other) const throw();
	bool operator<  (const BigInteger& other) const throw();
	bool operator<= (const BigInteger& other) const throw();
	bool operator>  (const BigInteger& other) const throw();
	bool operator>= (const BigInteger& other) const throw();

	/** Does a signed comparison of two BigIntegers.

		Return values are:
			- 0 if the numbers are the same
			- < 0 if this number is smaller than the other
			- > 0 if this number is bigger than the other
	*/
	int compare (const BigInteger& other) const throw();

	/** Compares the magnitudes of two BigIntegers, ignoring their signs.

		Return values are:
			- 0 if the numbers are the same
			- < 0 if this number is smaller than the other
			- > 0 if this number is bigger than the other
	*/
	int compareAbsolute (const BigInteger& other) const throw();

	/** Divides this value by another one and returns the remainder.

		This number is divided by other, leaving the quotient in this number,
		with the remainder being copied to the other BigInteger passed in.
	*/
	void divideBy (const BigInteger& divisor, BigInteger& remainder);

	/** Returns the largest value that will divide both this value and the one passed-in.
	*/
	const BigInteger findGreatestCommonDivisor (BigInteger other) const;

	/** Performs a combined exponent and modulo operation.

		This BigInteger's value becomes (this ^ exponent) % modulus.
	*/
	void exponentModulo (const BigInteger& exponent, const BigInteger& modulus);

	/** Performs an inverse modulo on the value.

		i.e. the result is (this ^ -1) mod (modulus).
	*/
	void inverseModulo (const BigInteger& modulus);

	/** Returns true if the value is less than zero.
		@see setNegative, negate
	*/
	bool isNegative() const throw();

	/** Changes the sign of the number to be positive or negative.
		@see isNegative, negate
	*/
	void setNegative (bool shouldBeNegative) throw();

	/** Inverts the sign of the number.
		@see isNegative, setNegative
	*/
	void negate() throw();

	/** Converts the number to a string.

		Specify a base such as 2 (binary), 8 (octal), 10 (decimal), 16 (hex).
		If minimumNumCharacters is greater than 0, the returned string will be
		padded with leading zeros to reach at least that length.
	*/
	const String toString (int base, int minimumNumCharacters = 1) const;

	/** Reads the numeric value from a string.

		Specify a base such as 2 (binary), 8 (octal), 10 (decimal), 16 (hex).
		Any invalid characters will be ignored.
	*/
	void parseString (const String& text, int base);

	/** Turns the number into a block of binary data.

		The data is arranged as little-endian, so the first byte of data is the low 8 bits
		of the number, and so on.

		@see loadFromMemoryBlock
	*/
	const MemoryBlock toMemoryBlock() const;

	/** Converts a block of raw data into a number.

		The data is arranged as little-endian, so the first byte of data is the low 8 bits
		of the number, and so on.

		@see toMemoryBlock
	*/
	void loadFromMemoryBlock (const MemoryBlock& data);

	juce_UseDebuggingNewOperator

private:
	HeapBlock <uint32> values;
	int numValues, highestBit;
	bool negative;

	void ensureSize (int numVals);
	static const BigInteger simpleGCD (BigInteger* m, BigInteger* n);

	static inline int bitToIndex (const int bit) throw()	{ return bit >> 5; }
	static inline uint32 bitToMask (const int bit) throw()	  { return 1 << (bit & 31); }
};

/** Writes a BigInteger to an OutputStream as a UTF8 decimal string. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, const BigInteger& value);

/** For backwards compatibility, BitArray is defined to be an alias for BigInteger.
*/
typedef BigInteger BitArray;

#endif   // __JUCE_BIGINTEGER_JUCEHEADER__
/*** End of inlined file: juce_BigInteger.h ***/


#endif
#ifndef __JUCE_DYNAMICOBJECT_JUCEHEADER__

/*** Start of inlined file: juce_DynamicObject.h ***/
#ifndef __JUCE_DYNAMICOBJECT_JUCEHEADER__
#define __JUCE_DYNAMICOBJECT_JUCEHEADER__


/*** Start of inlined file: juce_NamedValueSet.h ***/
#ifndef __JUCE_NAMEDVALUESET_JUCEHEADER__
#define __JUCE_NAMEDVALUESET_JUCEHEADER__


/*** Start of inlined file: juce_Variant.h ***/
#ifndef __JUCE_VARIANT_JUCEHEADER__
#define __JUCE_VARIANT_JUCEHEADER__


/*** Start of inlined file: juce_Identifier.h ***/
#ifndef __JUCE_IDENTIFIER_JUCEHEADER__
#define __JUCE_IDENTIFIER_JUCEHEADER__


/*** Start of inlined file: juce_StringPool.h ***/
#ifndef __JUCE_STRINGPOOL_JUCEHEADER__
#define __JUCE_STRINGPOOL_JUCEHEADER__

/**
	A StringPool holds a set of shared strings, which reduces storage overheads and improves
	comparison speed when dealing with many duplicate strings.

	When you add a string to a pool using getPooledString, it'll return a character
	array containing the same string. This array is owned by the pool, and the same array
	is returned every time a matching string is asked for. This means that it's trivial to
	compare two pooled strings for equality, as you can simply compare their pointers. It
	also cuts down on storage if you're using many copies of the same string.
*/
class JUCE_API  StringPool
{
public:

	/** Creates an empty pool. */
	StringPool() throw();

	/** Destructor */
	~StringPool();

	/** Returns a pointer to a copy of the string that is passed in.

		The pool will always return the same pointer when asked for a string that matches it.
		The pool will own all the pointers that it returns, deleting them when the pool itself
		is deleted.
	*/
	const juce_wchar* getPooledString (const String& original);

	/** Returns a pointer to a copy of the string that is passed in.

		The pool will always return the same pointer when asked for a string that matches it.
		The pool will own all the pointers that it returns, deleting them when the pool itself
		is deleted.
	*/
	const juce_wchar* getPooledString (const char* original);

	/** Returns a pointer to a copy of the string that is passed in.

		The pool will always return the same pointer when asked for a string that matches it.
		The pool will own all the pointers that it returns, deleting them when the pool itself
		is deleted.
	*/
	const juce_wchar* getPooledString (const juce_wchar* original);

	/** Returns the number of strings in the pool. */
	int size() const throw();

	/** Returns one of the strings in the pool, by index. */
	const juce_wchar* operator[] (int index) const throw();

private:
	Array <String> strings;
};

#endif   // __JUCE_STRINGPOOL_JUCEHEADER__
/*** End of inlined file: juce_StringPool.h ***/

/**
	Represents a string identifier, designed for accessing properties by name.

	Identifier objects are very light and fast to copy, but slower to initialise
	from a string, so it's much faster to keep a static identifier object to refer
	to frequently-used names, rather than constructing them each time you need it.

	@see NamedPropertySet, ValueTree
*/
class JUCE_API  Identifier
{
public:
	/** Creates a null identifier. */
	Identifier() throw();

	/** Creates an identifier with a specified name.
		Because this name may need to be used in contexts such as script variables or XML
		tags, it must only contain ascii letters and digits, or the underscore character.
	*/
	Identifier (const char* name);

	/** Creates an identifier with a specified name.
		Because this name may need to be used in contexts such as script variables or XML
		tags, it must only contain ascii letters and digits, or the underscore character.
	*/
	Identifier (const String& name);

	/** Creates a copy of another identifier. */
	Identifier (const Identifier& other) throw();

	/** Creates a copy of another identifier. */
	Identifier& operator= (const Identifier& other) throw();

	/** Destructor */
	~Identifier();

	/** Compares two identifiers. This is a very fast operation. */
	inline bool operator== (const Identifier& other) const throw()	  { return name == other.name; }

	/** Compares two identifiers. This is a very fast operation. */
	inline bool operator!= (const Identifier& other) const throw()	  { return name != other.name; }

	/** Returns this identifier as a string. */
	const String toString() const					   { return name; }

	/** Returns this identifier's raw string pointer. */
	operator const juce_wchar*() const throw()			  { return name; }

private:

	const juce_wchar* name;

	static StringPool& getPool();
};

#endif   // __JUCE_IDENTIFIER_JUCEHEADER__
/*** End of inlined file: juce_Identifier.h ***/


/*** Start of inlined file: juce_OutputStream.h ***/
#ifndef __JUCE_OUTPUTSTREAM_JUCEHEADER__
#define __JUCE_OUTPUTSTREAM_JUCEHEADER__


/*** Start of inlined file: juce_InputStream.h ***/
#ifndef __JUCE_INPUTSTREAM_JUCEHEADER__
#define __JUCE_INPUTSTREAM_JUCEHEADER__


/*** Start of inlined file: juce_MemoryBlock.h ***/
#ifndef __JUCE_MEMORYBLOCK_JUCEHEADER__
#define __JUCE_MEMORYBLOCK_JUCEHEADER__

/**
	A class to hold a resizable block of raw data.

*/
class JUCE_API  MemoryBlock
{
public:

	/** Create an uninitialised block with 0 size. */
	MemoryBlock() throw();

	/** Creates a memory block with a given initial size.

		@param initialSize	  the size of block to create
		@param initialiseToZero	 whether to clear the memory or just leave it uninitialised
	*/
	MemoryBlock (const size_t initialSize,
				 bool initialiseToZero = false);

	/** Creates a copy of another memory block. */
	MemoryBlock (const MemoryBlock& other);

	/** Creates a memory block using a copy of a block of data.

		@param dataToInitialiseFrom	 some data to copy into this block
		@param sizeInBytes		  how much space to use
	*/
	MemoryBlock (const void* dataToInitialiseFrom, size_t sizeInBytes);

	/** Destructor. */
	~MemoryBlock() throw();

	/** Copies another memory block onto this one.

		This block will be resized and copied to exactly match the other one.
	*/
	MemoryBlock& operator= (const MemoryBlock& other);

	/** Compares two memory blocks.

		@returns true only if the two blocks are the same size and have identical contents.
	*/
	bool operator== (const MemoryBlock& other) const throw();

	/** Compares two memory blocks.

		@returns true if the two blocks are different sizes or have different contents.
	*/
	bool operator!= (const MemoryBlock& other) const throw();

	/** Returns true if the data in this MemoryBlock matches the raw bytes passed-in.
	*/
	bool matches (const void* data, size_t dataSize) const throw();

	/** Returns a void pointer to the data.

		Note that the pointer returned will probably become invalid when the
		block is resized.
	*/
	void* getData() const throw()				   { return data; }

	/** Returns a byte from the memory block.

		This returns a reference, so you can also use it to set a byte.
	*/
	template <typename Type>
	char& operator[] (const Type offset) const throw()		  { return data [offset]; }

	/** Returns the block's current allocated size, in bytes. */
	size_t getSize() const throw()				  { return size; }

	/** Resizes the memory block.

		This will try to keep as much of the block's current content as it can,
		and can optionally be made to clear any new space that gets allocated at
		the end of the block.

		@param newSize			  the new desired size for the block
		@param initialiseNewSpaceToZero	 if the block gets enlarged, this determines
											whether to clear the new section or just leave it
											uninitialised
		@see ensureSize
	*/
	void setSize (const size_t newSize,
				  bool initialiseNewSpaceToZero = false);

	/** Increases the block's size only if it's smaller than a given size.

		@param minimumSize		  if the block is already bigger than this size, no action
											will be taken; otherwise it will be increased to this size
		@param initialiseNewSpaceToZero	 if the block gets enlarged, this determines
											whether to clear the new section or just leave it
											uninitialised
		@see setSize
	*/
	void ensureSize (const size_t minimumSize,
					 bool initialiseNewSpaceToZero = false);

	/** Fills the entire memory block with a repeated byte value.

		This is handy for clearing a block of memory to zero.
	*/
	void fillWith (uint8 valueToUse) throw();

	/** Adds another block of data to the end of this one.

		This block's size will be increased accordingly.
	*/
	void append (const void* data, size_t numBytes);

	/** Exchanges the contents of this and another memory block.
		No actual copying is required for this, so it's very fast.
	*/
	void swapWith (MemoryBlock& other) throw();

	/** Copies data into this MemoryBlock from a memory address.

		@param srcData		  the memory location of the data to copy into this block
		@param destinationOffset	the offset in this block at which the data being copied should begin
		@param numBytes		 how much to copy in (if this goes beyond the size of the memory block,
									it will be clipped so not to do anything nasty)
	*/
	void copyFrom (const void* srcData,
				   int destinationOffset,
				   size_t numBytes) throw();

	/** Copies data from this MemoryBlock to a memory address.

		@param destData	 the memory location to write to
		@param sourceOffset	 the offset within this block from which the copied data will be read
		@param numBytes	 how much to copy (if this extends beyond the limits of the memory block,
								zeros will be used for that portion of the data)
	*/
	void copyTo (void* destData,
				 int sourceOffset,
				 size_t numBytes) const throw();

	/** Chops out a section  of the block.

		This will remove a section of the memory block and close the gap around it,
		shifting any subsequent data downwards and reducing the size of the block.

		If the range specified goes beyond the size of the block, it will be clipped.
	*/
	void removeSection (size_t startByte, size_t numBytesToRemove);

	/** Attempts to parse the contents of the block as a zero-terminated string of 8-bit
		characters in the system's default encoding. */
	const String toString() const;

	/** Parses a string of hexadecimal numbers and writes this data into the memory block.

		The block will be resized to the number of valid bytes read from the string.
		Non-hex characters in the string will be ignored.

		@see String::toHexString()
	*/
	void loadFromHexString (const String& sourceHexString);

	/** Sets a number of bits in the memory block, treating it as a long binary sequence. */
	void setBitRange (size_t bitRangeStart,
					  size_t numBits,
					  int binaryNumberToApply) throw();

	/** Reads a number of bits from the memory block, treating it as one long binary sequence */
	int getBitRange (size_t bitRangeStart,
					 size_t numBitsToRead) const throw();

	/** Returns a string of characters that represent the binary contents of this block.

		Uses a 64-bit encoding system to allow binary data to be turned into a string
		of simple non-extended characters, e.g. for storage in XML.

		@see fromBase64Encoding
	*/
	const String toBase64Encoding() const;

	/** Takes a string of encoded characters and turns it into binary data.

		The string passed in must have been created by to64BitEncoding(), and this
		block will be resized to recreate the original data block.

		@see toBase64Encoding
	*/
	bool fromBase64Encoding  (const String& encodedString);

	juce_UseDebuggingNewOperator

private:

	HeapBlock <char> data;
	size_t size;
	static const char* const encodingTable;
};

#endif   // __JUCE_MEMORYBLOCK_JUCEHEADER__
/*** End of inlined file: juce_MemoryBlock.h ***/

/** The base class for streams that read data.

	Input and output streams are used throughout the library - subclasses can override
	some or all of the virtual functions to implement their behaviour.

	@see OutputStream, MemoryInputStream, BufferedInputStream, FileInputStream
*/
class JUCE_API  InputStream
{
public:
	/** Destructor. */
	virtual ~InputStream()  {}

	/** Returns the total number of bytes available for reading in this stream.

		Note that this is the number of bytes available from the start of the
		stream, not from the current position.

		If the size of the stream isn't actually known, this may return -1.
	*/
	virtual int64 getTotalLength() = 0;

	/** Returns true if the stream has no more data to read. */
	virtual bool isExhausted() = 0;

	/** Reads a set of bytes from the stream into a memory buffer.

		This is the only read method that subclasses actually need to implement, as the
		InputStream base class implements the other read methods in terms of this one (although
		it's often more efficient for subclasses to implement them directly).

		@param destBuffer	   the destination buffer for the data
		@param maxBytesToRead   the maximum number of bytes to read - make sure the
								memory block passed in is big enough to contain this
								many bytes.

		@returns	the actual number of bytes that were read, which may be less than
					maxBytesToRead if the stream is exhausted before it gets that far
	*/
	virtual int read (void* destBuffer, int maxBytesToRead) = 0;

	/** Reads a byte from the stream.

		If the stream is exhausted, this will return zero.

		@see OutputStream::writeByte
	*/
	virtual char readByte();

	/** Reads a boolean from the stream.

		The bool is encoded as a single byte - 1 for true, 0 for false.

		If the stream is exhausted, this will return false.

		@see OutputStream::writeBool
	*/
	virtual bool readBool();

	/** Reads two bytes from the stream as a little-endian 16-bit value.

		If the next two bytes read are byte1 and byte2, this returns
		(byte1 | (byte2 << 8)).

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeShort, readShortBigEndian
	*/
	virtual short readShort();

	/** Reads two bytes from the stream as a little-endian 16-bit value.

		If the next two bytes read are byte1 and byte2, this returns
		(byte2 | (byte1 << 8)).

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeShortBigEndian, readShort
	*/
	virtual short readShortBigEndian();

	/** Reads four bytes from the stream as a little-endian 32-bit value.

		If the next four bytes are byte1 to byte4, this returns
		(byte1 | (byte2 << 8) | (byte3 << 16) | (byte4 << 24)).

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeInt, readIntBigEndian
	*/
	virtual int readInt();

	/** Reads four bytes from the stream as a big-endian 32-bit value.

		If the next four bytes are byte1 to byte4, this returns
		(byte4 | (byte3 << 8) | (byte2 << 16) | (byte1 << 24)).

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeIntBigEndian, readInt
	*/
	virtual int readIntBigEndian();

	/** Reads eight bytes from the stream as a little-endian 64-bit value.

		If the next eight bytes are byte1 to byte8, this returns
		(byte1 | (byte2 << 8) | (byte3 << 16) | (byte4 << 24) | (byte5 << 32) | (byte6 << 40) | (byte7 << 48) | (byte8 << 56)).

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeInt64, readInt64BigEndian
	*/
	virtual int64 readInt64();

	/** Reads eight bytes from the stream as a big-endian 64-bit value.

		If the next eight bytes are byte1 to byte8, this returns
		(byte8 | (byte7 << 8) | (byte6 << 16) | (byte5 << 24) | (byte4 << 32) | (byte3 << 40) | (byte2 << 48) | (byte1 << 56)).

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeInt64BigEndian, readInt64
	*/
	virtual int64 readInt64BigEndian();

	/** Reads four bytes as a 32-bit floating point value.

		The raw 32-bit encoding of the float is read from the stream as a little-endian int.

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeFloat, readDouble
	*/
	virtual float readFloat();

	/** Reads four bytes as a 32-bit floating point value.

		The raw 32-bit encoding of the float is read from the stream as a big-endian int.

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeFloatBigEndian, readDoubleBigEndian
	*/
	virtual float readFloatBigEndian();

	/** Reads eight bytes as a 64-bit floating point value.

		The raw 64-bit encoding of the double is read from the stream as a little-endian int64.

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeDouble, readFloat
	*/
	virtual double readDouble();

	/** Reads eight bytes as a 64-bit floating point value.

		The raw 64-bit encoding of the double is read from the stream as a big-endian int64.

		If the stream is exhausted partway through reading the bytes, this will return zero.

		@see OutputStream::writeDoubleBigEndian, readFloatBigEndian
	*/
	virtual double readDoubleBigEndian();

	/** Reads an encoded 32-bit number from the stream using a space-saving compressed format.

		For small values, this is more space-efficient than using readInt() and OutputStream::writeInt()

		The format used is: number of significant bytes + up to 4 bytes in little-endian order.

		@see OutputStream::writeCompressedInt()
	*/
	virtual int readCompressedInt();

	/** Reads a UTF8 string from the stream, up to the next linefeed or carriage return.

		This will read up to the next "\n" or "\r\n" or end-of-stream.

		After this call, the stream's position will be left pointing to the next character
		following the line-feed, but the linefeeds aren't included in the string that
		is returned.
	*/
	virtual const String readNextLine();

	/** Reads a zero-terminated UTF8 string from the stream.

		This will read characters from the stream until it hits a zero character or
		end-of-stream.

		@see OutputStream::writeString, readEntireStreamAsString
	*/
	virtual const String readString();

	/** Tries to read the whole stream and turn it into a string.

		This will read from the stream's current position until the end-of-stream, and
		will try to make an educated guess about whether it's unicode or an 8-bit encoding.
	*/
	virtual const String readEntireStreamAsString();

	/** Reads from the stream and appends the data to a MemoryBlock.

		@param destBlock		the block to append the data onto
		@param maxNumBytesToRead	if this is a positive value, it sets a limit to the number
									of bytes that will be read - if it's negative, data
									will be read until the stream is exhausted.
		@returns the number of bytes that were added to the memory block
	*/
	virtual int readIntoMemoryBlock (MemoryBlock& destBlock,
									 int maxNumBytesToRead = -1);

	/** Returns the offset of the next byte that will be read from the stream.

		@see setPosition
	*/
	virtual int64 getPosition() = 0;

	/** Tries to move the current read position of the stream.

		The position is an absolute number of bytes from the stream's start.

		Some streams might not be able to do this, in which case they should do
		nothing and return false. Others might be able to manage it by resetting
		themselves and skipping to the correct position, although this is
		obviously a bit slow.

		@returns  true if the stream manages to reposition itself correctly
		@see getPosition
	*/
	virtual bool setPosition (int64 newPosition) = 0;

	/** Reads and discards a number of bytes from the stream.

		Some input streams might implement this efficiently, but the base
		class will just keep reading data until the requisite number of bytes
		have been done.
	*/
	virtual void skipNextBytes (int64 numBytesToSkip);

	juce_UseDebuggingNewOperator

protected:

	InputStream() throw()  {}
};

#endif   // __JUCE_INPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_InputStream.h ***/

class File;

/**
	The base class for streams that write data to some kind of destination.

	Input and output streams are used throughout the library - subclasses can override
	some or all of the virtual functions to implement their behaviour.

	@see InputStream, MemoryOutputStream, FileOutputStream
*/
class JUCE_API  OutputStream
{
protected:

	OutputStream();

public:
	/** Destructor.

		Some subclasses might want to do things like call flush() during their
		destructors.
	*/
	virtual ~OutputStream();

	/** If the stream is using a buffer, this will ensure it gets written
		out to the destination. */
	virtual void flush() = 0;

	/** Tries to move the stream's output position.

		Not all streams will be able to seek to a new position - this will return
		false if it fails to work.

		@see getPosition
	*/
	virtual bool setPosition (int64 newPosition) = 0;

	/** Returns the stream's current position.

		@see setPosition
	*/
	virtual int64 getPosition() = 0;

	/** Writes a block of data to the stream.

		When creating a subclass of OutputStream, this is the only write method
		that needs to be overloaded - the base class has methods for writing other
		types of data which use this to do the work.

		@returns false if the write operation fails for some reason
	*/
	virtual bool write (const void* dataToWrite,
						int howManyBytes) = 0;

	/** Writes a single byte to the stream.

		@see InputStream::readByte
	*/
	virtual void writeByte (char byte);

	/** Writes a boolean to the stream as a single byte.
		This is encoded as a binary byte (not as text) with a value of 1 or 0.
		@see InputStream::readBool
	*/
	virtual void writeBool (bool boolValue);

	/** Writes a 16-bit integer to the stream in a little-endian byte order.
		This will write two bytes to the stream: (value & 0xff), then (value >> 8).
		@see InputStream::readShort
	*/
	virtual void writeShort (short value);

	/** Writes a 16-bit integer to the stream in a big-endian byte order.
		This will write two bytes to the stream: (value >> 8), then (value & 0xff).
		@see InputStream::readShortBigEndian
	*/
	virtual void writeShortBigEndian (short value);

	/** Writes a 32-bit integer to the stream in a little-endian byte order.
		@see InputStream::readInt
	*/
	virtual void writeInt (int value);

	/** Writes a 32-bit integer to the stream in a big-endian byte order.
		@see InputStream::readIntBigEndian
	*/
	virtual void writeIntBigEndian (int value);

	/** Writes a 64-bit integer to the stream in a little-endian byte order.
		@see InputStream::readInt64
	*/
	virtual void writeInt64 (int64 value);

	/** Writes a 64-bit integer to the stream in a big-endian byte order.
		@see InputStream::readInt64BigEndian
	*/
	virtual void writeInt64BigEndian (int64 value);

	/** Writes a 32-bit floating point value to the stream in a binary format.
		The binary 32-bit encoding of the float is written as a little-endian int.
		@see InputStream::readFloat
	*/
	virtual void writeFloat (float value);

	/** Writes a 32-bit floating point value to the stream in a binary format.
		The binary 32-bit encoding of the float is written as a big-endian int.
		@see InputStream::readFloatBigEndian
	*/
	virtual void writeFloatBigEndian (float value);

	/** Writes a 64-bit floating point value to the stream in a binary format.
		The eight raw bytes of the double value are written out as a little-endian 64-bit int.
		@see InputStream::readDouble
	*/
	virtual void writeDouble (double value);

	/** Writes a 64-bit floating point value to the stream in a binary format.
		The eight raw bytes of the double value are written out as a big-endian 64-bit int.
		@see InputStream::readDoubleBigEndian
	*/
	virtual void writeDoubleBigEndian (double value);

	/** Writes a condensed binary encoding of a 32-bit integer.

		If you're storing a lot of integers which are unlikely to have very large values,
		this can save a lot of space, because values under 0xff will only take up 2 bytes,
		under 0xffff only 3 bytes, etc.

		The format used is: number of significant bytes + up to 4 bytes in little-endian order.

		@see InputStream::readCompressedInt
	*/
	virtual void writeCompressedInt (int value);

	/** Stores a string in the stream in a binary format.

		This isn't the method to use if you're trying to append text to the end of a
		text-file! It's intended for storing a string so that it can be retrieved later
		by InputStream::readString().

		It writes the string to the stream as UTF8, including the null termination character.

		For appending text to a file, instead use writeText, or operator<<

		@see InputStream::readString, writeText, operator<<
	*/
	virtual void writeString (const String& text);

	/** Writes a string of text to the stream.

		It can either write it as UTF8 characters or as unicode, and
		can also add unicode header bytes (0xff, 0xfe) to indicate the endianness (this
		should only be done at the start of a file).

		The method also replaces '\\n' characters in the text with '\\r\\n'.
	*/
	virtual void writeText (const String& text,
							bool asUnicode,
							bool writeUnicodeHeaderBytes);

	/** Reads data from an input stream and writes it to this stream.

		@param source		   the stream to read from
		@param maxNumBytesToWrite   the number of bytes to read from the stream (if this is
									less than zero, it will keep reading until the input
									is exhausted)
	*/
	virtual int writeFromInputStream (InputStream& source, int64 maxNumBytesToWrite);

	juce_UseDebuggingNewOperator
};

/** Writes a number to a stream as 8-bit characters in the default system encoding. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, int number);

/** Writes a number to a stream as 8-bit characters in the default system encoding. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, double number);

/** Writes a character to a stream. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, char character);

/** Writes a null-terminated text string to a stream. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, const char* text);

/** Writes a block of data from a MemoryBlock to a stream. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, const MemoryBlock& data);

/** Writes the contents of a file to a stream. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, const File& fileToRead);

#endif   // __JUCE_OUTPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_OutputStream.h ***/

class JUCE_API  DynamicObject;

/**
	A variant class, that can be used to hold a range of primitive values.

	A var object can hold a range of simple primitive values, strings, or
	a reference-counted pointer to a DynamicObject. The var class is intended
	to act like the values used in dynamic scripting languages.

	@see DynamicObject
*/
class JUCE_API  var
{
public:

	typedef const var (DynamicObject::*MethodFunction) (const var* arguments, int numArguments);
	typedef Identifier identifier;

	/** Creates a void variant. */
	var() throw();

	/** Destructor. */
	~var() throw();

	/** A static var object that can be used where you need an empty variant object. */
	static const var null;

	var (const var& valueToCopy);
	var (int value) throw();
	var (bool value) throw();
	var (double value) throw();
	var (const char* value);
	var (const juce_wchar* value);
	var (const String& value);
	var (DynamicObject* object);
	var (MethodFunction method) throw();

	var& operator= (const var& valueToCopy);
	var& operator= (int value);
	var& operator= (bool value);
	var& operator= (double value);
	var& operator= (const char* value);
	var& operator= (const juce_wchar* value);
	var& operator= (const String& value);
	var& operator= (DynamicObject* object);
	var& operator= (MethodFunction method);

	void swapWith (var& other) throw();

	operator int() const;
	operator bool() const;
	operator float() const;
	operator double() const;
	operator const String() const;
	const String toString() const;
	DynamicObject* getObject() const;

	bool isVoid() const throw();
	bool isInt() const throw();
	bool isBool() const throw();
	bool isDouble() const throw();
	bool isString() const throw();
	bool isObject() const throw();
	bool isMethod() const throw();

	/** Writes a binary representation of this value to a stream.
		The data can be read back later using readFromStream().
	*/
	void writeToStream (OutputStream& output) const;

	/** Reads back a stored binary representation of a value.
		The data in the stream must have been written using writeToStream(), or this
		will have unpredictable results.
	*/
	static const var readFromStream (InputStream& input);

	/** If this variant is an object, this returns one of its properties. */
	const var operator[] (const Identifier& propertyName) const;

	/** If this variant is an object, this invokes one of its methods with no arguments. */
	const var call (const Identifier& method) const;
	/** If this variant is an object, this invokes one of its methods with one argument. */
	const var call (const Identifier& method, const var& arg1) const;
	/** If this variant is an object, this invokes one of its methods with 2 arguments. */
	const var call (const Identifier& method, const var& arg1, const var& arg2) const;
	/** If this variant is an object, this invokes one of its methods with 3 arguments. */
	const var call (const Identifier& method, const var& arg1, const var& arg2, const var& arg3);
	/** If this variant is an object, this invokes one of its methods with 4 arguments. */
	const var call (const Identifier& method, const var& arg1, const var& arg2, const var& arg3, const var& arg4) const;
	/** If this variant is an object, this invokes one of its methods with 5 arguments. */
	const var call (const Identifier& method, const var& arg1, const var& arg2, const var& arg3, const var& arg4, const var& arg5) const;

	/** If this variant is an object, this invokes one of its methods with a list of arguments. */
	const var invoke (const Identifier& method, const var* arguments, int numArguments) const;

	/** If this variant is a method pointer, this invokes it on a target object. */
	const var invoke (const var& targetObject, const var* arguments, int numArguments) const;

	juce_UseDebuggingNewOperator

	/** Returns true if this var has the same value as the one supplied. */
	bool equals (const var& other) const throw();

private:
	class VariantType;
	friend class VariantType;
	class VariantType_Void;
	friend class VariantType_Void;
	class VariantType_Int;
	friend class VariantType_Int;
	class VariantType_Double;
	friend class VariantType_Double;
	class VariantType_Float;
	friend class VariantType_Float;
	class VariantType_Bool;
	friend class VariantType_Bool;
	class VariantType_String;
	friend class VariantType_String;
	class VariantType_Object;
	friend class VariantType_Object;
	class VariantType_Method;
	friend class VariantType_Method;

	union ValueUnion
	{
		int intValue;
		bool boolValue;
		double doubleValue;
		String* stringValue;
		DynamicObject* objectValue;
		MethodFunction methodValue;
	};

	const VariantType* type;
	ValueUnion value;
};

bool operator== (const var& v1, const var& v2) throw();
bool operator!= (const var& v1, const var& v2) throw();
bool operator== (const var& v1, const String& v2) throw();
bool operator!= (const var& v1, const String& v2) throw();

#endif   // __JUCE_VARIANT_JUCEHEADER__
/*** End of inlined file: juce_Variant.h ***/

/** Holds a set of named var objects.

	This can be used as a basic structure to hold a set of var object, which can
	be retrieved by using their identifier.
*/
class JUCE_API  NamedValueSet
{
public:
	/** Creates an empty set. */
	NamedValueSet() throw();

	/** Creates a copy of another set. */
	NamedValueSet (const NamedValueSet& other);

	/** Replaces this set with a copy of another set. */
	NamedValueSet& operator= (const NamedValueSet& other);

	/** Destructor. */
	~NamedValueSet();

	bool operator== (const NamedValueSet& other) const;
	bool operator!= (const NamedValueSet& other) const;

	/** Returns the total number of values that the set contains. */
	int size() const throw();

	/** Returns the value of a named item.
		If the name isn't found, this will return a void variant.
		@see getProperty
	*/
	const var& operator[] (const Identifier& name) const;

	/** Tries to return the named value, but if no such value is found, this will
		instead return the supplied default value.
	*/
	const var getWithDefault (const Identifier& name, const var& defaultReturnValue) const;

	/** Changes or adds a named value.
		@returns	true if a value was changed or added; false if the
					value was already set the the value passed-in.
	*/
	bool set (const Identifier& name, const var& newValue);

	/** Returns true if the set contains an item with the specified name. */
	bool contains (const Identifier& name) const;

	/** Removes a value from the set.
		@returns	true if a value was removed; false if there was no value
					with the name that was given.
	*/
	bool remove (const Identifier& name);

	/** Returns the name of the value at a given index.
		The index must be between 0 and size() - 1. Out-of-range indexes will
		return an empty identifier.
	*/
	const Identifier getName (int index) const;

	/** Returns the value of the item at a given index.
		The index must be between 0 and size() - 1. Out-of-range indexes will
		return an empty identifier.
	*/
	const var getValueAt (int index) const;

	/** Removes all values. */
	void clear();

	/** Returns a pointer to the var that holds a named value, or null if there is
		no value with this name.

		Do not use this method unless you really need access to the internal var object
		for some reason - for normal reading and writing always prefer operator[]() and set().
	*/
	var* getVarPointer (const Identifier& name) const;

	juce_UseDebuggingNewOperator

private:
	struct NamedValue
	{
		NamedValue() throw();
		NamedValue (const Identifier& name, const var& value);
		bool operator== (const NamedValue& other) const throw();

		Identifier name;
		var value;
	};

	Array <NamedValue> values;
};

#endif   // __JUCE_NAMEDVALUESET_JUCEHEADER__
/*** End of inlined file: juce_NamedValueSet.h ***/


/*** Start of inlined file: juce_ReferenceCountedObject.h ***/
#ifndef __JUCE_REFERENCECOUNTEDOBJECT_JUCEHEADER__
#define __JUCE_REFERENCECOUNTEDOBJECT_JUCEHEADER__

/**
	Adds reference-counting to an object.

	To add reference-counting to a class, derive it from this class, and
	use the ReferenceCountedObjectPtr class to point to it.

	e.g. @code
	class MyClass : public ReferenceCountedObject
	{
		void foo();

		// This is a neat way of declaring a typedef for a pointer class,
		// rather than typing out the full templated name each time..
		typedef ReferenceCountedObjectPtr<MyClass> Ptr;
	};

	MyClass::Ptr p = new MyClass();
	MyClass::Ptr p2 = p;
	p = 0;
	p2->foo();
	@endcode

	Once a new ReferenceCountedObject has been assigned to a pointer, be
	careful not to delete the object manually.

	@see ReferenceCountedObjectPtr, ReferenceCountedArray
*/
class JUCE_API  ReferenceCountedObject
{
public:

	/** Increments the object's reference count.

		This is done automatically by the smart pointer, but is public just
		in case it's needed for nefarious purposes.
	*/
	inline void incReferenceCount() throw()
	{
		++refCount;
	}

	/** Decreases the object's reference count.

		If the count gets to zero, the object will be deleted.
	*/
	inline void decReferenceCount() throw()
	{
		jassert (getReferenceCount() > 0);

		if (--refCount == 0)
			delete this;
	}

	/** Returns the object's current reference count. */
	inline int getReferenceCount() const throw()
	{
		return refCount.get();
	}

protected:

	/** Creates the reference-counted object (with an initial ref count of zero). */
	ReferenceCountedObject()
	{
	}

	/** Destructor. */
	virtual ~ReferenceCountedObject()
	{
		// it's dangerous to delete an object that's still referenced by something else!
		jassert (getReferenceCount() == 0);
	}

private:

	Atomic <int> refCount;
};

/**
	Used to point to an object of type ReferenceCountedObject.

	It's wise to use a typedef instead of typing out the templated name
	each time - e.g.

	typedef ReferenceCountedObjectPtr<MyClass> MyClassPtr;

	@see ReferenceCountedObject, ReferenceCountedObjectArray
*/
template <class ReferenceCountedObjectClass>
class ReferenceCountedObjectPtr
{
public:

	/** Creates a pointer to a null object. */
	inline ReferenceCountedObjectPtr() throw()
		: referencedObject (0)
	{
	}

	/** Creates a pointer to an object.

		This will increment the object's reference-count if it is non-null.
	*/
	inline ReferenceCountedObjectPtr (ReferenceCountedObjectClass* const refCountedObject) throw()
		: referencedObject (refCountedObject)
	{
		if (refCountedObject != 0)
			refCountedObject->incReferenceCount();
	}

	/** Copies another pointer.

		This will increment the object's reference-count (if it is non-null).
	*/
	inline ReferenceCountedObjectPtr (const ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& other) throw()
		: referencedObject (other.referencedObject)
	{
		if (referencedObject != 0)
			referencedObject->incReferenceCount();
	}

	/** Changes this pointer to point at a different object.

		The reference count of the old object is decremented, and it might be
		deleted if it hits zero. The new object's count is incremented.
	*/
	ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& operator= (const ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& other)
	{
		ReferenceCountedObjectClass* const newObject = other.referencedObject;

		if (newObject != referencedObject)
		{
			if (newObject != 0)
				newObject->incReferenceCount();

			ReferenceCountedObjectClass* const oldObject = referencedObject;
			referencedObject = newObject;

			if (oldObject != 0)
				oldObject->decReferenceCount();
		}

		return *this;
	}

	/** Changes this pointer to point at a different object.

		The reference count of the old object is decremented, and it might be
		deleted if it hits zero. The new object's count is incremented.
	*/
	ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& operator= (ReferenceCountedObjectClass* const newObject)
	{
		if (referencedObject != newObject)
		{
			if (newObject != 0)
				newObject->incReferenceCount();

			ReferenceCountedObjectClass* const oldObject = referencedObject;
			referencedObject = newObject;

			if (oldObject != 0)
				oldObject->decReferenceCount();
		}

		return *this;
	}

	/** Destructor.

		This will decrement the object's reference-count, and may delete it if it
		gets to zero.
	*/
	inline ~ReferenceCountedObjectPtr()
	{
		if (referencedObject != 0)
			referencedObject->decReferenceCount();
	}

	/** Returns the object that this pointer references.
		The pointer returned may be zero, of course.
	*/
	inline operator ReferenceCountedObjectClass*() const throw()
	{
		return referencedObject;
	}

	// the -> operator is called on the referenced object
	inline ReferenceCountedObjectClass* operator->() const throw()
	{
		return referencedObject;
	}

	/** Returns the object that this pointer references.
		The pointer returned may be zero, of course.
	*/
	inline ReferenceCountedObjectClass* getObject() const throw()
	{
		return referencedObject;
	}

private:

	ReferenceCountedObjectClass* referencedObject;
};

/** Compares two ReferenceCountedObjectPointers. */
template <class ReferenceCountedObjectClass>
bool operator== (const ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object1, ReferenceCountedObjectClass* const object2) throw()
{
	return object1.getObject() == object2;
}

/** Compares two ReferenceCountedObjectPointers. */
template <class ReferenceCountedObjectClass>
bool operator== (const ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object1, const ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object2) throw()
{
	return object1.getObject() == object2.getObject();
}

/** Compares two ReferenceCountedObjectPointers. */
template <class ReferenceCountedObjectClass>
bool operator== (ReferenceCountedObjectClass* object1, ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object2) throw()
{
	return object1 == object2.getObject();
}

/** Compares two ReferenceCountedObjectPointers. */
template <class ReferenceCountedObjectClass>
bool operator!= (const ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object1, const ReferenceCountedObjectClass* object2) throw()
{
	return object1.getObject() != object2;
}

/** Compares two ReferenceCountedObjectPointers. */
template <class ReferenceCountedObjectClass>
bool operator!= (const ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object1, ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object2) throw()
{
	return object1.getObject() != object2.getObject();
}

/** Compares two ReferenceCountedObjectPointers. */
template <class ReferenceCountedObjectClass>
bool operator!= (ReferenceCountedObjectClass* object1, ReferenceCountedObjectPtr<ReferenceCountedObjectClass>& object2) throw()
{
	return object1 != object2.getObject();
}

#endif   // __JUCE_REFERENCECOUNTEDOBJECT_JUCEHEADER__
/*** End of inlined file: juce_ReferenceCountedObject.h ***/

/**
	Represents a dynamically implemented object.

	This class is primarily intended for wrapping scripting language objects,
	but could be used for other purposes.

	An instance of a DynamicObject can be used to store named properties, and
	by subclassing hasMethod() and invokeMethod(), you can give your object
	methods.
*/
class JUCE_API  DynamicObject  : public ReferenceCountedObject
{
public:

	DynamicObject();

	/** Destructor. */
	virtual ~DynamicObject();

	/** Returns true if the object has a property with this name.
		Note that if the property is actually a method, this will return false.
	*/
	virtual bool hasProperty (const Identifier& propertyName) const;

	/** Returns a named property.

		This returns a void if no such property exists.
	*/
	virtual const var getProperty (const Identifier& propertyName) const;

	/** Sets a named property. */
	virtual void setProperty (const Identifier& propertyName, const var& newValue);

	/** Removes a named property. */
	virtual void removeProperty (const Identifier& propertyName);

	/** Checks whether this object has the specified method.

		The default implementation of this just checks whether there's a property
		with this name that's actually a method, but this can be overridden for
		building objects with dynamic invocation.
	*/
	virtual bool hasMethod (const Identifier& methodName) const;

	/** Invokes a named method on this object.

		The default implementation looks up the named property, and if it's a method
		call, then it invokes it.

		This method is virtual to allow more dynamic invocation to used for objects
		where the methods may not already be set as properies.
	*/
	virtual const var invokeMethod (const Identifier& methodName,
									const var* parameters,
									int numParameters);

	/** Sets up a method.

		This is basically the same as calling setProperty (methodName, (var::MethodFunction) myFunction), but
		helps to avoid accidentally invoking the wrong type of var constructor. It also makes
		the code easier to read,

		The compiler will probably force you to use an explicit cast your method to a (var::MethodFunction), e.g.
		@code
		setMethod ("doSomething", (var::MethodFunction) &MyClass::doSomething);
		@endcode
	*/
	void setMethod (const Identifier& methodName,
					var::MethodFunction methodFunction);

	/** Removes all properties and methods from the object. */
	void clear();

	juce_UseDebuggingNewOperator

private:
	NamedValueSet properties;
};

#endif   // __JUCE_DYNAMICOBJECT_JUCEHEADER__
/*** End of inlined file: juce_DynamicObject.h ***/


#endif
#ifndef __JUCE_ELEMENTCOMPARATOR_JUCEHEADER__

#endif
#ifndef __JUCE_EXPRESSION_JUCEHEADER__

/*** Start of inlined file: juce_Expression.h ***/
#ifndef __JUCE_EXPRESSION_JUCEHEADER__
#define __JUCE_EXPRESSION_JUCEHEADER__


/*** Start of inlined file: juce_ScopedPointer.h ***/
#ifndef __JUCE_SCOPEDPOINTER_JUCEHEADER__
#define __JUCE_SCOPEDPOINTER_JUCEHEADER__

/**
	This class holds a pointer which is automatically deleted when this object goes
	out of scope.

	Once a pointer has been passed to a ScopedPointer, it will make sure that the pointer
	gets deleted when the ScopedPointer is deleted. Using the ScopedPointer on the stack or
	as member variables is a good way to use RAII to avoid accidentally leaking dynamically
	created objects.

	A ScopedPointer can be used in pretty much the same way that you'd use a normal pointer
	to an object. If you use the assignment operator to assign a different object to a
	ScopedPointer, the old one will be automatically deleted.

	A const ScopedPointer is guaranteed not to lose ownership of its object or change the
	object to which it points during its lifetime. This means that making a copy of a const
	ScopedPointer is impossible, as that would involve the new copy taking ownership from the
	old one.

	If you need to get a pointer out of a ScopedPointer without it being deleted, you
	can use the release() method.
*/
template <class ObjectType>
class ScopedPointer
{
public:

	/** Creates a ScopedPointer containing a null pointer. */
	inline ScopedPointer() throw()  : object (0)
	{
	}

	/** Creates a ScopedPointer that owns the specified object. */
	inline ScopedPointer (ObjectType* const objectToTakePossessionOf) throw()
		: object (objectToTakePossessionOf)
	{
	}

	/** Creates a ScopedPointer that takes its pointer from another ScopedPointer.

		Because a pointer can only belong to one ScopedPointer, this transfers
		the pointer from the other object to this one, and the other object is reset to
		be a null pointer.
	*/
	ScopedPointer (ScopedPointer& objectToTransferFrom) throw()
		: object (objectToTransferFrom.object)
	{
		objectToTransferFrom.object = 0;
	}

	/** Destructor.
		This will delete the object that this ScopedPointer currently refers to.
	*/
	inline ~ScopedPointer()							 { delete object; }

	/** Changes this ScopedPointer to point to a new object.

		Because a pointer can only belong to one ScopedPointer, this transfers
		the pointer from the other object to this one, and the other object is reset to
		be a null pointer.

		If this ScopedPointer already points to an object, that object
		will first be deleted.
	*/
	ScopedPointer& operator= (ScopedPointer& objectToTransferFrom)
	{
		if (this != objectToTransferFrom.getAddress())
		{
			// Two ScopedPointers should never be able to refer to the same object - if
			// this happens, you must have done something dodgy!
			jassert (object == 0 || object != objectToTransferFrom.object);

			ObjectType* const oldObject = object;
			object = objectToTransferFrom.object;
			objectToTransferFrom.object = 0;
			delete oldObject;
		}

		return *this;
	}

	/** Changes this ScopedPointer to point to a new object.

		If this ScopedPointer already points to an object, that object
		will first be deleted.

		The pointer that you pass is may be null.
	*/
	ScopedPointer& operator= (ObjectType* const newObjectToTakePossessionOf)
	{
		if (object != newObjectToTakePossessionOf)
		{
			ObjectType* const oldObject = object;
			object = newObjectToTakePossessionOf;
			delete oldObject;
		}

		return *this;
	}

	/** Returns the object that this ScopedPointer refers to.
	*/
	inline operator ObjectType*() const throw()					 { return object; }

	/** Returns the object that this ScopedPointer refers to.
	*/
	inline ObjectType& operator*() const throw()					{ return *object; }

	/** Lets you access methods and properties of the object that this ScopedPointer refers to. */
	inline ObjectType* operator->() const throw()				   { return object; }

	/** Removes the current object from this ScopedPointer without deleting it.

		This will return the current object, and set the ScopedPointer to a null pointer.
	*/
	ObjectType* release() throw()						   { ObjectType* const o = object; object = 0; return o; }

	/** Swaps this object with that of another ScopedPointer.
		The two objects simply exchange their pointers.
	*/
	void swapWith (ScopedPointer <ObjectType>& other) throw()
	{
		// Two ScopedPointers should never be able to refer to the same object - if
		// this happens, you must have done something dodgy!
		jassert (object != other.object);

		swapVariables (object, other.object);
	}

private:

	ObjectType* object;

	// (Required as an alternative to the overloaded & operator).
	const ScopedPointer* getAddress() const throw()				 { return this; }

  #if ! JUCE_MSVC  // (MSVC can't deal with multiple copy constructors)
	// This is private to stop people accidentally copying a const ScopedPointer (the compiler
	// will let you do so by implicitly casting the source to its raw object pointer).
	ScopedPointer (const ScopedPointer&);
  #endif
};

/** Compares a ScopedPointer with another pointer.
	This can be handy for checking whether this is a null pointer.
*/
template <class ObjectType>
inline bool operator== (const ScopedPointer<ObjectType>& pointer1, const ObjectType* const pointer2) throw()
{
	return static_cast <ObjectType*> (pointer1) == pointer2;
}

/** Compares a ScopedPointer with another pointer.
	This can be handy for checking whether this is a null pointer.
*/
template <class ObjectType>
inline bool operator!= (const ScopedPointer<ObjectType>& pointer1, const ObjectType* const pointer2) throw()
{
	return static_cast <ObjectType*> (pointer1) != pointer2;
}

#endif   // __JUCE_SCOPEDPOINTER_JUCEHEADER__
/*** End of inlined file: juce_ScopedPointer.h ***/

/**
	A class for dynamically evaluating simple numeric expressions.

	This class can parse a simple C-style string expression involving floating point
	numbers, named symbols and functions. The basic arithmetic operations of +, -, *, /
	are supported, as well as parentheses, and any alphanumeric identifiers are
	assumed to be named symbols which will be resolved when the expression is
	evaluated.

	Expressions which use identifiers and functions require a subclass of
	Expression::EvaluationContext to be supplied when evaluating them, and this object
	is expected to be able to resolve the symbol names and perform the functions that
	are used.
*/
class JUCE_API  Expression
{
public:

	/** Creates a simple expression with a value of 0. */
	Expression();

	/** Destructor. */
	~Expression();

	/** Creates a simple expression with a specified constant value. */
	explicit Expression (double constant);

	/** Creates a copy of an expression. */
	Expression (const Expression& other);

	/** Copies another expression. */
	Expression& operator= (const Expression& other);

	/** Creates an expression by parsing a string.
		If there's a syntax error in the string, this will throw a ParseError exception.
		@throws ParseError
	*/
	explicit Expression (const String& stringToParse);

	/** Returns a string version of the expression. */
	const String toString() const;

	/** Returns an expression which is an addtion operation of two existing expressions. */
	const Expression operator+ (const Expression& other) const;
	/** Returns an expression which is a subtraction operation of two existing expressions. */
	const Expression operator- (const Expression& other) const;
	/** Returns an expression which is a multiplication operation of two existing expressions. */
	const Expression operator* (const Expression& other) const;
	/** Returns an expression which is a division operation of two existing expressions. */
	const Expression operator/ (const Expression& other) const;
	/** Returns an expression which performs a negation operation on an existing expression. */
	const Expression operator-() const;

	/** Returns an Expression which is an identifier reference. */
	static const Expression symbol (const String& symbol);

	/** Returns an Expression which is a function call. */
	static const Expression function (const String& functionName, const Array<Expression>& parameters);

	/** Returns an Expression which parses a string from a specified character index.

		The index value is incremented so that on return, it indicates the character that follows
		the end of the expression that was parsed.

		If there's a syntax error in the string, this will throw a ParseError exception.
		@throws ParseError
	*/
	static const Expression parse (const String& stringToParse, int& textIndexToStartFrom);

	/** When evaluating an Expression object, this class is used to resolve symbols and
		perform functions that the expression uses.
	*/
	class EvaluationContext
	{
	public:
		EvaluationContext();
		virtual ~EvaluationContext();

		/** Returns the value of a symbol.
			If the symbol is unknown, this can throw an Expression::EvaluationError exception.
			The member value is set to the part of the symbol that followed the dot, if there is
			one, e.g. for "foo.bar", symbol = "foo" and member = "bar".
			@throws Expression::EvaluationError
		*/
		virtual const Expression getSymbolValue (const String& symbol, const String& member) const;

		/** Executes a named function.
			If the function name is unknown, this can throw an Expression::EvaluationError exception.
			@throws Expression::EvaluationError
		*/
		virtual double evaluateFunction (const String& functionName, const double* parameters, int numParams) const;
	};

	/** Evaluates this expression, without using an EvaluationContext.
		Without an EvaluationContext, no symbols can be used, and only basic functions such as sin, cos, tan,
		min, max are available.
		@throws Expression::EvaluationError
	*/
	double evaluate() const;

	/** Evaluates this expression, providing a context that should be able to evaluate any symbols
		or functions that it uses.
		@throws Expression::EvaluationError
	*/
	double evaluate (const EvaluationContext& context) const;

	/** Attempts to return an expression which is a copy of this one, but with a constant adjusted
		to make the expression resolve to a target value.

		E.g. if the expression is "x + 10" and x is 5, then asking for a target value of 8 will return
		the expression "x + 3". Obviously some expressions can't be reversed in this way, in which
		case they might just be adjusted by adding a constant to them.

		@throws Expression::EvaluationError
	*/
	const Expression adjustedToGiveNewResult (double targetValue, const EvaluationContext& context) const;

	/** Returns a copy of this expression in which all instances of a given symbol have been renamed. */
	const Expression withRenamedSymbol (const String& oldSymbol, const String& newSymbol) const;

	/** Returns true if this expression makes use of the specified symbol.
		If a suitable context is supplied, the search will dereference and recursively check
		all symbols, so that it can be determined whether this expression relies on the given
		symbol at any level in its evaluation. If the context parameter is null, this just checks
		whether the expression contains any direct references to the symbol.

		@throws Expression::EvaluationError
	*/
	bool referencesSymbol (const String& symbol, const EvaluationContext* context) const;

	/** Returns true if this expression contains any symbols. */
	bool usesAnySymbols() const;

	/** An exception that can be thrown by Expression::parse(). */
	class ParseError  : public std::exception
	{
	public:
		ParseError (const String& message);

		String description;
	};

	/** An exception that can be thrown by Expression::evaluate(). */
	class EvaluationError  : public std::exception
	{
	public:
		EvaluationError (const String& message);
		EvaluationError (const String& symbolName, const String& memberName);

		String description;
	};

	/** Expression type.
		@see Expression::getType()
	*/
	enum Type
	{
		constantType,
		functionType,
		operatorType,
		symbolType
	};

	/** Returns the type of this expression. */
	Type getType() const throw();

	/** If this expression is a symbol, this returns its name. */
	const String getSymbol() const;

	/** If this expression is a function, this returns its name. */
	const String getFunction() const;

	/** If this expression is an operator, this returns its name.
		E.g. "+", "-", "*", "/", etc.
	*/
	const String getOperator() const;

	/** Returns the number of inputs to this expression.
		@see getInput
	*/
	int getNumInputs() const;

	/** Retrieves one of the inputs to this expression.
		@see getNumInputs
	*/
	const Expression getInput (int index) const;

	juce_UseDebuggingNewOperator

private:
	class Helpers;
	friend class Helpers;

	class Term  : public ReferenceCountedObject
	{
	public:
		Term() {}
		virtual ~Term() {}

		virtual Term* clone() const = 0;
		virtual double evaluate (const EvaluationContext&, int recursionDepth) const = 0;
		virtual int getNumInputs() const = 0;
		virtual Term* getInput (int index) const = 0;
		virtual int getInputIndexFor (const Term* possibleInput) const;
		virtual const String toString() const = 0;
		virtual int getOperatorPrecedence() const;
		virtual bool referencesSymbol (const String& symbol, const EvaluationContext*, int recursionDepth) const;
		virtual const ReferenceCountedObjectPtr<Term> createTermToEvaluateInput (const EvaluationContext&, const Term* inputTerm,
																				 double overallTarget, Term* topLevelTerm) const;
		virtual const ReferenceCountedObjectPtr<Term> negated();
		virtual Type getType() const throw() = 0;
		virtual const String getSymbolName() const;
		virtual const String getFunctionName() const;

		juce_UseDebuggingNewOperator

	private:
		Term (const Term& other);
		Term& operator= (const Term&);
	};

	friend class ScopedPointer<Term>;
	ReferenceCountedObjectPtr<Term> term;

	explicit Expression (Term* term);
};

#endif   // __JUCE_EXPRESSION_JUCEHEADER__
/*** End of inlined file: juce_Expression.h ***/


#endif
#ifndef __JUCE_HEAPBLOCK_JUCEHEADER__

#endif
#ifndef __JUCE_IDENTIFIER_JUCEHEADER__

#endif
#ifndef __JUCE_MEMORYBLOCK_JUCEHEADER__

#endif
#ifndef __JUCE_NAMEDVALUESET_JUCEHEADER__

#endif
#ifndef __JUCE_OWNEDARRAY_JUCEHEADER__

/*** Start of inlined file: juce_OwnedArray.h ***/
#ifndef __JUCE_OWNEDARRAY_JUCEHEADER__
#define __JUCE_OWNEDARRAY_JUCEHEADER__

/** An array designed for holding objects.

	This holds a list of pointers to objects, and will automatically
	delete the objects when they are removed from the array, or when the
	array is itself deleted.

	Declare it in the form:  OwnedArray<MyObjectClass>

	..and then add new objects, e.g.   myOwnedArray.add (new MyObjectClass());

	After adding objects, they are 'owned' by the array and will be deleted when
	removed or replaced.

	To make all the array's methods thread-safe, pass in "CriticalSection" as the templated
	TypeOfCriticalSectionToUse parameter, instead of the default DummyCriticalSection.

	@see Array, ReferenceCountedArray, StringArray, CriticalSection
*/
template <class ObjectClass,
		  class TypeOfCriticalSectionToUse = DummyCriticalSection>

class OwnedArray
{
public:

	/** Creates an empty array. */
	OwnedArray() throw()
		: numUsed (0)
	{
	}

	/** Deletes the array and also deletes any objects inside it.

		To get rid of the array without deleting its objects, use its
		clear (false) method before deleting it.
	*/
	~OwnedArray()
	{
		clear (true);
	}

	/** Clears the array, optionally deleting the objects inside it first. */
	void clear (const bool deleteObjects = true)
	{
		const ScopedLockType lock (getLock());

		if (deleteObjects)
		{
			while (numUsed > 0)
				delete data.elements [--numUsed];
		}

		data.setAllocatedSize (0);
		numUsed = 0;
	}

	/** Returns the number of items currently in the array.
		@see operator[]
	*/
	inline int size() const throw()
	{
		return numUsed;
	}

	/** Returns a pointer to the object at this index in the array.

		If the index is out-of-range, this will return a null pointer, (and
		it could be null anyway, because it's ok for the array to hold null
		pointers as well as objects).

		@see getUnchecked
	*/
	inline ObjectClass* operator[] (const int index) const throw()
	{
		const ScopedLockType lock (getLock());
		return (((unsigned int) index) < (unsigned int) numUsed) ? data.elements [index]
																 : static_cast <ObjectClass*> (0);
	}

	/** Returns a pointer to the object at this index in the array, without checking whether the index is in-range.

		This is a faster and less safe version of operator[] which doesn't check the index passed in, so
		it can be used when you're sure the index if always going to be legal.
	*/
	inline ObjectClass* getUnchecked (const int index) const throw()
	{
		const ScopedLockType lock (getLock());
		jassert (((unsigned int) index) < (unsigned int) numUsed);
		return data.elements [index];
	}

	/** Returns a pointer to the first object in the array.

		This will return a null pointer if the array's empty.
		@see getLast
	*/
	inline ObjectClass* getFirst() const throw()
	{
		const ScopedLockType lock (getLock());
		return numUsed > 0 ? data.elements [0]
						   : static_cast <ObjectClass*> (0);
	}

	/** Returns a pointer to the last object in the array.

		This will return a null pointer if the array's empty.
		@see getFirst
	*/
	inline ObjectClass* getLast() const throw()
	{
		const ScopedLockType lock (getLock());
		return numUsed > 0 ? data.elements [numUsed - 1]
						   : static_cast <ObjectClass*> (0);
	}

	/** Returns a pointer to the actual array data.
		This pointer will only be valid until the next time a non-const method
		is called on the array.
	*/
	inline ObjectClass** getRawDataPointer() throw()
	{
		return data.elements;
	}

	/** Finds the index of an object which might be in the array.

		@param objectToLookFor	the object to look for
		@returns		  the index at which the object was found, or -1 if it's not found
	*/
	int indexOf (const ObjectClass* const objectToLookFor) const throw()
	{
		const ScopedLockType lock (getLock());
		ObjectClass* const* e = data.elements.getData();
		ObjectClass* const* const end = e + numUsed;

		while (e != end)
		{
			if (objectToLookFor == *e)
				return static_cast <int> (e - data.elements.getData());

			++e;
		}

		return -1;
	}

	/** Returns true if the array contains a specified object.

		@param objectToLookFor	  the object to look for
		@returns			true if the object is in the array
	*/
	bool contains (const ObjectClass* const objectToLookFor) const throw()
	{
		const ScopedLockType lock (getLock());
		ObjectClass* const* e = data.elements.getData();
		ObjectClass* const* const end = e + numUsed;

		while (e != end)
		{
			if (objectToLookFor == *e)
				return true;

			++e;
		}

		return false;
	}

	/** Appends a new object to the end of the array.

		Note that the this object will be deleted by the OwnedArray when it
		is removed, so be careful not to delete it somewhere else.

		Also be careful not to add the same object to the array more than once,
		as this will obviously cause deletion of dangling pointers.

		@param newObject	   the new object to add to the array
		@see set, insert, addIfNotAlreadyThere, addSorted
	*/
	void add (const ObjectClass* const newObject) throw()
	{
		const ScopedLockType lock (getLock());
		data.ensureAllocatedSize (numUsed + 1);
		data.elements [numUsed++] = const_cast <ObjectClass*> (newObject);
	}

	/** Inserts a new object into the array at the given index.

		Note that the this object will be deleted by the OwnedArray when it
		is removed, so be careful not to delete it somewhere else.

		If the index is less than 0 or greater than the size of the array, the
		element will be added to the end of the array.
		Otherwise, it will be inserted into the array, moving all the later elements
		along to make room.

		Be careful not to add the same object to the array more than once,
		as this will obviously cause deletion of dangling pointers.

		@param indexToInsertAt	  the index at which the new element should be inserted
		@param newObject		the new object to add to the array
		@see add, addSorted, addIfNotAlreadyThere, set
	*/
	void insert (int indexToInsertAt,
				 const ObjectClass* const newObject) throw()
	{
		if (indexToInsertAt >= 0)
		{
			const ScopedLockType lock (getLock());

			if (indexToInsertAt > numUsed)
				indexToInsertAt = numUsed;

			data.ensureAllocatedSize (numUsed + 1);

			ObjectClass** const e = data.elements + indexToInsertAt;
			const int numToMove = numUsed - indexToInsertAt;

			if (numToMove > 0)
				memmove (e + 1, e, numToMove * sizeof (ObjectClass*));

			*e = const_cast <ObjectClass*> (newObject);
			++numUsed;
		}
		else
		{
			add (newObject);
		}
	}

	/** Appends a new object at the end of the array as long as the array doesn't
		already contain it.

		If the array already contains a matching object, nothing will be done.

		@param newObject   the new object to add to the array
	*/
	void addIfNotAlreadyThere (const ObjectClass* const newObject) throw()
	{
		const ScopedLockType lock (getLock());

		if (! contains (newObject))
			add (newObject);
	}

	/** Replaces an object in the array with a different one.

		If the index is less than zero, this method does nothing.
		If the index is beyond the end of the array, the new object is added to the end of the array.

		Be careful not to add the same object to the array more than once,
		as this will obviously cause deletion of dangling pointers.

		@param indexToChange	the index whose value you want to change
		@param newObject		the new value to set for this index.
		@param deleteOldElement	 whether to delete the object that's being replaced with the new one
		@see add, insert, remove
	*/
	void set (const int indexToChange,
			  const ObjectClass* const newObject,
			  const bool deleteOldElement = true)
	{
		if (indexToChange >= 0)
		{
			ObjectClass* toDelete = 0;

			{
				const ScopedLockType lock (getLock());

				if (indexToChange < numUsed)
				{
					if (deleteOldElement)
					{
						toDelete = data.elements [indexToChange];

						if (toDelete == newObject)
							toDelete = 0;
					}

					data.elements [indexToChange] = const_cast <ObjectClass*> (newObject);
				}
				else
				{
					data.ensureAllocatedSize (numUsed + 1);
					data.elements [numUsed++] = const_cast <ObjectClass*> (newObject);
				}
			}

			delete toDelete; // don't want to use a ScopedPointer here because if the
							 // object has a private destructor, both OwnedArray and
							 // ScopedPointer would need to be friend classes..
		}
	}

	/** Adds elements from another array to the end of this array.

		@param arrayToAddFrom	   the array from which to copy the elements
		@param startIndex	   the first element of the other array to start copying from
		@param numElementsToAdd	 how many elements to add from the other array. If this
									value is negative or greater than the number of available elements,
									all available elements will be copied.
		@see add
	*/
	template <class OtherArrayType>
	void addArray (const OtherArrayType& arrayToAddFrom,
				   int startIndex = 0,
				   int numElementsToAdd = -1)
	{
		const typename OtherArrayType::ScopedLockType lock1 (arrayToAddFrom.getLock());
		const ScopedLockType lock2 (getLock());

		if (startIndex < 0)
		{
			jassertfalse;
			startIndex = 0;
		}

		if (numElementsToAdd < 0 || startIndex + numElementsToAdd > arrayToAddFrom.size())
			numElementsToAdd = arrayToAddFrom.size() - startIndex;

		data.ensureAllocatedSize (numUsed + numElementsToAdd);

		while (--numElementsToAdd >= 0)
		{
			data.elements [numUsed] = arrayToAddFrom.getUnchecked (startIndex++);
			++numUsed;
		}
	}

	/** Adds copies of the elements in another array to the end of this array.

		The other array must be either an OwnedArray of a compatible type of object, or an Array
		containing pointers to the same kind of object. The objects involved must provide
		a copy constructor, and this will be used to create new copies of each element, and
		add them to this array.

		@param arrayToAddFrom	   the array from which to copy the elements
		@param startIndex	   the first element of the other array to start copying from
		@param numElementsToAdd	 how many elements to add from the other array. If this
									value is negative or greater than the number of available elements,
									all available elements will be copied.
		@see add
	*/
	template <class OtherArrayType>
	void addCopiesOf (const OtherArrayType& arrayToAddFrom,
					  int startIndex = 0,
					  int numElementsToAdd = -1)
	{
		const typename OtherArrayType::ScopedLockType lock1 (arrayToAddFrom.getLock());
		const ScopedLockType lock2 (getLock());

		if (startIndex < 0)
		{
			jassertfalse;
			startIndex = 0;
		}

		if (numElementsToAdd < 0 || startIndex + numElementsToAdd > arrayToAddFrom.size())
			numElementsToAdd = arrayToAddFrom.size() - startIndex;

		data.ensureAllocatedSize (numUsed + numElementsToAdd);

		while (--numElementsToAdd >= 0)
		{
			data.elements [numUsed] = new ObjectClass (*arrayToAddFrom.getUnchecked (startIndex++));
			++numUsed;
		}
	}

	/** Inserts a new object into the array assuming that the array is sorted.

		This will use a comparator to find the position at which the new object
		should go. If the array isn't sorted, the behaviour of this
		method will be unpredictable.

		@param comparator   the comparator to use to compare the elements - see the sort method
							for details about this object's structure
		@param newObject	the new object to insert to the array
		@see add, sort, indexOfSorted
	*/
	template <class ElementComparator>
	void addSorted (ElementComparator& comparator,
					ObjectClass* const newObject) throw()
	{
		(void) comparator;  // if you pass in an object with a static compareElements() method, this
							// avoids getting warning messages about the parameter being unused
		const ScopedLockType lock (getLock());
		insert (findInsertIndexInSortedArray (comparator, data.elements.getData(), newObject, 0, numUsed), newObject);
	}

	/** Finds the index of an object in the array, assuming that the array is sorted.

		This will use a comparator to do a binary-chop to find the index of the given
		element, if it exists. If the array isn't sorted, the behaviour of this
		method will be unpredictable.

		@param comparator	   the comparator to use to compare the elements - see the sort()
									method for details about the form this object should take
		@param objectToLookFor	  the object to search for
		@returns			the index of the element, or -1 if it's not found
		@see addSorted, sort
	*/
	template <class ElementComparator>
	int indexOfSorted (ElementComparator& comparator,
					   const ObjectClass* const objectToLookFor) const throw()
	{
		(void) comparator;  // if you pass in an object with a static compareElements() method, this
							// avoids getting warning messages about the parameter being unused
		const ScopedLockType lock (getLock());

		int start = 0;
		int end = numUsed;

		for (;;)
		{
			if (start >= end)
			{
				return -1;
			}
			else if (comparator.compareElements (objectToLookFor, data.elements [start]) == 0)
			{
				return start;
			}
			else
			{
				const int halfway = (start + end) >> 1;

				if (halfway == start)
					return -1;
				else if (comparator.compareElements (objectToLookFor, data.elements [halfway]) >= 0)
					start = halfway;
				else
					end = halfway;
			}
		}
	}

	/** Removes an object from the array.

		This will remove the object at a given index (optionally also
		deleting it) and move back all the subsequent objects to close the gap.
		If the index passed in is out-of-range, nothing will happen.

		@param indexToRemove	the index of the element to remove
		@param deleteObject	 whether to delete the object that is removed
		@see removeObject, removeRange
	*/
	void remove (const int indexToRemove,
				 const bool deleteObject = true)
	{
		ObjectClass* toDelete = 0;

		{
			const ScopedLockType lock (getLock());

			if (((unsigned int) indexToRemove) < (unsigned int) numUsed)
			{
				ObjectClass** const e = data.elements + indexToRemove;

				if (deleteObject)
					toDelete = *e;

				--numUsed;
				const int numToShift = numUsed - indexToRemove;

				if (numToShift > 0)
					memmove (e, e + 1, numToShift * sizeof (ObjectClass*));
			}
		}

		delete toDelete; // don't want to use a ScopedPointer here because if the
						 // object has a private destructor, both OwnedArray and
						 // ScopedPointer would need to be friend classes..

		if ((numUsed << 1) < data.numAllocated)
			minimiseStorageOverheads();
	}

	/** Removes and returns an object from the array without deleting it.

		This will remove the object at a given index and return it, moving back all
		the subsequent objects to close the gap. If the index passed in is out-of-range,
		nothing will happen.

		@param indexToRemove	the index of the element to remove
		@see remove, removeObject, removeRange
	*/
	ObjectClass* removeAndReturn (const int indexToRemove)
	{
		ObjectClass* removedItem = 0;
		const ScopedLockType lock (getLock());

		if (((unsigned int) indexToRemove) < (unsigned int) numUsed)
		{
			ObjectClass** const e = data.elements + indexToRemove;
			removedItem = *e;

			--numUsed;
			const int numToShift = numUsed - indexToRemove;

			if (numToShift > 0)
				memmove (e, e + 1, numToShift * sizeof (ObjectClass*));

			if ((numUsed << 1) < data.numAllocated)
				minimiseStorageOverheads();
		}

		return removedItem;
	}

	/** Removes a specified object from the array.

		If the item isn't found, no action is taken.

		@param objectToRemove   the object to try to remove
		@param deleteObject	 whether to delete the object (if it's found)
		@see remove, removeRange
	*/
	void removeObject (const ObjectClass* const objectToRemove,
					   const bool deleteObject = true)
	{
		const ScopedLockType lock (getLock());
		ObjectClass** e = data.elements.getData();

		for (int i = numUsed; --i >= 0;)
		{
			if (objectToRemove == *e)
			{
				remove (static_cast <int> (e - data.elements.getData()), deleteObject);
				break;
			}

			++e;
		}
	}

	/** Removes a range of objects from the array.

		This will remove a set of objects, starting from the given index,
		and move any subsequent elements down to close the gap.

		If the range extends beyond the bounds of the array, it will
		be safely clipped to the size of the array.

		@param startIndex	   the index of the first object to remove
		@param numberToRemove   how many objects should be removed
		@param deleteObjects	whether to delete the objects that get removed
		@see remove, removeObject
	*/
	void removeRange (int startIndex,
					  const int numberToRemove,
					  const bool deleteObjects = true)
	{
		const ScopedLockType lock (getLock());
		const int endIndex = jlimit (0, numUsed, startIndex + numberToRemove);
		startIndex = jlimit (0, numUsed, startIndex);

		if (endIndex > startIndex)
		{
			if (deleteObjects)
			{
				for (int i = startIndex; i < endIndex; ++i)
				{
					delete data.elements [i];
					data.elements [i] = 0; // (in case one of the destructors accesses this array and hits a dangling pointer)
				}
			}

			const int rangeSize = endIndex - startIndex;
			ObjectClass** e = data.elements + startIndex;
			int numToShift = numUsed - endIndex;
			numUsed -= rangeSize;

			while (--numToShift >= 0)
			{
				*e = e [rangeSize];
				++e;
			}

			if ((numUsed << 1) < data.numAllocated)
				minimiseStorageOverheads();
		}
	}

	/** Removes the last n objects from the array.

		@param howManyToRemove   how many objects to remove from the end of the array
		@param deleteObjects	 whether to also delete the objects that are removed
		@see remove, removeObject, removeRange
	*/
	void removeLast (int howManyToRemove = 1,
					 const bool deleteObjects = true)
	{
		const ScopedLockType lock (getLock());

		if (howManyToRemove >= numUsed)
			clear (deleteObjects);
		else
			removeRange (numUsed - howManyToRemove, howManyToRemove, deleteObjects);
	}

	/** Swaps a pair of objects in the array.

		If either of the indexes passed in is out-of-range, nothing will happen,
		otherwise the two objects at these positions will be exchanged.
	*/
	void swap (const int index1,
			   const int index2) throw()
	{
		const ScopedLockType lock (getLock());

		if (((unsigned int) index1) < (unsigned int) numUsed
			 && ((unsigned int) index2) < (unsigned int) numUsed)
		{
			swapVariables (data.elements [index1],
						   data.elements [index2]);
		}
	}

	/** Moves one of the objects to a different position.

		This will move the object to a specified index, shuffling along
		any intervening elements as required.

		So for example, if you have the array { 0, 1, 2, 3, 4, 5 } then calling
		move (2, 4) would result in { 0, 1, 3, 4, 2, 5 }.

		@param currentIndex	 the index of the object to be moved. If this isn't a
								valid index, then nothing will be done
		@param newIndex	 the index at which you'd like this object to end up. If this
								is less than zero, it will be moved to the end of the array
	*/
	void move (const int currentIndex,
			   int newIndex) throw()
	{
		if (currentIndex != newIndex)
		{
			const ScopedLockType lock (getLock());

			if (((unsigned int) currentIndex) < (unsigned int) numUsed)
			{
				if (((unsigned int) newIndex) >= (unsigned int) numUsed)
					newIndex = numUsed - 1;

				ObjectClass* const value = data.elements [currentIndex];

				if (newIndex > currentIndex)
				{
					memmove (data.elements + currentIndex,
							 data.elements + currentIndex + 1,
							 (newIndex - currentIndex) * sizeof (ObjectClass*));
				}
				else
				{
					memmove (data.elements + newIndex + 1,
							 data.elements + newIndex,
							 (currentIndex - newIndex) * sizeof (ObjectClass*));
				}

				data.elements [newIndex] = value;
			}
		}
	}

	/** This swaps the contents of this array with those of another array.

		If you need to exchange two arrays, this is vastly quicker than using copy-by-value
		because it just swaps their internal pointers.
	*/
	void swapWithArray (OwnedArray& otherArray) throw()
	{
		const ScopedLockType lock1 (getLock());
		const ScopedLockType lock2 (otherArray.getLock());

		data.swapWith (otherArray.data);
		swapVariables (numUsed, otherArray.numUsed);
	}

	/** Reduces the amount of storage being used by the array.

		Arrays typically allocate slightly more storage than they need, and after
		removing elements, they may have quite a lot of unused space allocated.
		This method will reduce the amount of allocated storage to a minimum.
	*/
	void minimiseStorageOverheads() throw()
	{
		const ScopedLockType lock (getLock());
		data.shrinkToNoMoreThan (numUsed);
	}

	/** Increases the array's internal storage to hold a minimum number of elements.

		Calling this before adding a large known number of elements means that
		the array won't have to keep dynamically resizing itself as the elements
		are added, and it'll therefore be more efficient.
	*/
	void ensureStorageAllocated (const int minNumElements) throw()
	{
		const ScopedLockType lock (getLock());
		data.ensureAllocatedSize (minNumElements);
	}

	/** Sorts the elements in the array.

		This will use a comparator object to sort the elements into order. The object
		passed must have a method of the form:
		@code
		int compareElements (ElementType first, ElementType second);
		@endcode

		..and this method must return:
		  - a value of < 0 if the first comes before the second
		  - a value of 0 if the two objects are equivalent
		  - a value of > 0 if the second comes before the first

		To improve performance, the compareElements() method can be declared as static or const.

		@param comparator   the comparator to use for comparing elements.
		@param retainOrderOfEquivalentItems	 if this is true, then items
							which the comparator says are equivalent will be
							kept in the order in which they currently appear
							in the array. This is slower to perform, but may
							be important in some cases. If it's false, a faster
							algorithm is used, but equivalent elements may be
							rearranged.
		@see sortArray, indexOfSorted
	*/
	template <class ElementComparator>
	void sort (ElementComparator& comparator,
			   const bool retainOrderOfEquivalentItems = false) const throw()
	{
		(void) comparator;  // if you pass in an object with a static compareElements() method, this
							// avoids getting warning messages about the parameter being unused

		const ScopedLockType lock (getLock());
		sortArray (comparator, data.elements.getData(), 0, size() - 1, retainOrderOfEquivalentItems);
	}

	/** Returns the CriticalSection that locks this array.
		To lock, you can call getLock().enter() and getLock().exit(), or preferably use
		an object of ScopedLockType as an RAII lock for it.
	*/
	inline const TypeOfCriticalSectionToUse& getLock() const throw()	   { return data; }

	/** Returns the type of scoped lock to use for locking this array */
	typedef typename TypeOfCriticalSectionToUse::ScopedLockType ScopedLockType;

	juce_UseDebuggingNewOperator

private:
	ArrayAllocationBase <ObjectClass*, TypeOfCriticalSectionToUse> data;
	int numUsed;

	// disallow copy constructor and assignment
	OwnedArray (const OwnedArray&);
	OwnedArray& operator= (const OwnedArray&);
};

#endif   // __JUCE_OWNEDARRAY_JUCEHEADER__
/*** End of inlined file: juce_OwnedArray.h ***/


#endif
#ifndef __JUCE_PROPERTYSET_JUCEHEADER__

/*** Start of inlined file: juce_PropertySet.h ***/
#ifndef __JUCE_PROPERTYSET_JUCEHEADER__
#define __JUCE_PROPERTYSET_JUCEHEADER__


/*** Start of inlined file: juce_StringPairArray.h ***/
#ifndef __JUCE_STRINGPAIRARRAY_JUCEHEADER__
#define __JUCE_STRINGPAIRARRAY_JUCEHEADER__


/*** Start of inlined file: juce_StringArray.h ***/
#ifndef __JUCE_STRINGARRAY_JUCEHEADER__
#define __JUCE_STRINGARRAY_JUCEHEADER__

/**
	A special array for holding a list of strings.

	@see String, StringPairArray
*/
class JUCE_API  StringArray
{
public:

	/** Creates an empty string array */
	StringArray() throw();

	/** Creates a copy of another string array */
	StringArray (const StringArray& other);

	/** Creates an array containing a single string. */
	explicit StringArray (const String& firstValue);

	/** Creates a copy of an array of string literals.
		@param strings	  an array of strings to add. Null pointers in the array will be
								treated as empty strings
		@param numberOfStrings  how many items there are in the array
	*/
	StringArray (const juce_wchar* const* strings, int numberOfStrings);

	/** Creates a copy of an array of string literals.
		@param strings	  an array of strings to add. Null pointers in the array will be
								treated as empty strings
		@param numberOfStrings  how many items there are in the array
	*/
	StringArray (const char* const* strings, int numberOfStrings);

	/** Creates a copy of a null-terminated array of string literals.
		Each item from the array passed-in is added, until it encounters a null pointer,
		at which point it stops.
	*/
	explicit StringArray (const juce_wchar* const* strings);

	/** Creates a copy of a null-terminated array of string literals.

		Each item from the array passed-in is added, until it encounters a null pointer,
		at which point it stops.
	*/
	explicit StringArray (const char* const* strings);

	/** Destructor. */
	~StringArray();

	/** Copies the contents of another string array into this one */
	StringArray& operator= (const StringArray& other);

	/** Compares two arrays.
		Comparisons are case-sensitive.
		@returns	true only if the other array contains exactly the same strings in the same order
	*/
	bool operator== (const StringArray& other) const throw();

	/** Compares two arrays.
		Comparisons are case-sensitive.
		@returns	false if the other array contains exactly the same strings in the same order
	*/
	bool operator!= (const StringArray& other) const throw();

	/** Returns the number of strings in the array */
	inline int size() const throw()					 { return strings.size(); };

	/** Returns one of the strings from the array.

		If the index is out-of-range, an empty string is returned.

		Obviously the reference returned shouldn't be stored for later use, as the
		string it refers to may disappear when the array changes.
	*/
	const String& operator[] (int index) const throw();

	/** Returns a reference to one of the strings in the array.
		This lets you modify a string in-place in the array, but you must be sure that
		the index is in-range.
	*/
	String& getReference (int index) throw();

	/** Searches for a string in the array.

		The comparison will be case-insensitive if the ignoreCase parameter is true.

		@returns	true if the string is found inside the array
	*/
	bool contains (const String& stringToLookFor,
				   bool ignoreCase = false) const;

	/** Searches for a string in the array.

		The comparison will be case-insensitive if the ignoreCase parameter is true.

		@param stringToLookFor  the string to try to find
		@param ignoreCase	   whether the comparison should be case-insensitive
		@param startIndex	   the first index to start searching from
		@returns		the index of the first occurrence of the string in this array,
								or -1 if it isn't found.
	*/
	int indexOf (const String& stringToLookFor,
				 bool ignoreCase = false,
				 int startIndex = 0) const;

	/** Appends a string at the end of the array. */
	void add (const String& stringToAdd);

	/** Inserts a string into the array.

		This will insert a string into the array at the given index, moving
		up the other elements to make room for it.
		If the index is less than zero or greater than the size of the array,
		the new string will be added to the end of the array.
	*/
	void insert (int index, const String& stringToAdd);

	/** Adds a string to the array as long as it's not already in there.

		The search can optionally be case-insensitive.
	*/
	void addIfNotAlreadyThere (const String& stringToAdd, bool ignoreCase = false);

	/** Replaces one of the strings in the array with another one.

		If the index is higher than the array's size, the new string will be
		added to the end of the array; if it's less than zero nothing happens.
	*/
	void set (int index, const String& newString);

	/** Appends some strings from another array to the end of this one.

		@param other		the array to add
		@param startIndex	   the first element of the other array to add
		@param numElementsToAdd	 the maximum number of elements to add (if this is
									less than zero, they are all added)
	*/
	void addArray (const StringArray& other,
				   int startIndex = 0,
				   int numElementsToAdd = -1);

	/** Breaks up a string into tokens and adds them to this array.

		This will tokenise the given string using whitespace characters as the
		token delimiters, and will add these tokens to the end of the array.

		@returns	the number of tokens added
	*/
	int addTokens (const String& stringToTokenise,
				   bool preserveQuotedStrings);

	/** Breaks up a string into tokens and adds them to this array.

		This will tokenise the given string (using the string passed in to define the
		token delimiters), and will add these tokens to the end of the array.

		@param stringToTokenise	 the string to tokenise
		@param breakCharacters	  a string of characters, any of which will be considered
									to be a token delimiter.
		@param quoteCharacters	  if this string isn't empty, it defines a set of characters
									which are treated as quotes. Any text occurring
									between quotes is not broken up into tokens.
		@returns	the number of tokens added
	*/
	int addTokens (const String& stringToTokenise,
				   const String& breakCharacters,
				   const String& quoteCharacters);

	/** Breaks up a string into lines and adds them to this array.

		This breaks a string down into lines separated by \\n or \\r\\n, and adds each line
		to the array. Line-break characters are omitted from the strings that are added to
		the array.
	*/
	int addLines (const String& stringToBreakUp);

	/** Removes all elements from the array. */
	void clear();

	/** Removes a string from the array.

		If the index is out-of-range, no action will be taken.
	*/
	void remove (int index);

	/** Finds a string in the array and removes it.

		This will remove the first occurrence of the given string from the array. The
		comparison may be case-insensitive depending on the ignoreCase parameter.
	*/
	void removeString (const String& stringToRemove,
					   bool ignoreCase = false);

	/** Removes a range of elements from the array.

		This will remove a set of elements, starting from the given index,
		and move subsequent elements down to close the gap.

		If the range extends beyond the bounds of the array, it will
		be safely clipped to the size of the array.

		@param startIndex	   the index of the first element to remove
		@param numberToRemove   how many elements should be removed
	*/
	void removeRange (int startIndex, int numberToRemove);

	/** Removes any duplicated elements from the array.

		If any string appears in the array more than once, only the first occurrence of
		it will be retained.

		@param ignoreCase   whether to use a case-insensitive comparison
	*/
	void removeDuplicates (bool ignoreCase);

	/** Removes empty strings from the array.

		@param removeWhitespaceStrings  if true, strings that only contain whitespace
										characters will also be removed
	*/
	void removeEmptyStrings (bool removeWhitespaceStrings = true);

	/** Moves one of the strings to a different position.

		This will move the string to a specified index, shuffling along
		any intervening elements as required.

		So for example, if you have the array { 0, 1, 2, 3, 4, 5 } then calling
		move (2, 4) would result in { 0, 1, 3, 4, 2, 5 }.

		@param currentIndex	 the index of the value to be moved. If this isn't a
								valid index, then nothing will be done
		@param newIndex	 the index at which you'd like this value to end up. If this
								is less than zero, the value will be moved to the end
								of the array
	*/
	void move (int currentIndex, int newIndex) throw();

	/** Deletes any whitespace characters from the starts and ends of all the strings. */
	void trim();

	/** Adds numbers to the strings in the array, to make each string unique.

		This will add numbers to the ends of groups of similar strings.
		e.g. if there are two "moose" strings, they will become "moose (1)" and "moose (2)"

		@param ignoreCaseWhenComparing	  whether the comparison used is case-insensitive
		@param appendNumberToFirstInstance  whether the first of a group of similar strings
											also has a number appended to it.
		@param preNumberString		  when adding a number, this string is added before the number.
											If you pass 0, a default string will be used, which adds
											brackets around the number.
		@param postNumberString		 this string is appended after any numbers that are added.
											If you pass 0, a default string will be used, which adds
											brackets around the number.
	*/
	void appendNumbersToDuplicates (bool ignoreCaseWhenComparing,
									bool appendNumberToFirstInstance,
									const juce_wchar* preNumberString = 0,
									const juce_wchar* postNumberString = 0);

	/** Joins the strings in the array together into one string.

		This will join a range of elements from the array into a string, separating
		them with a given string.

		e.g. joinIntoString (",") will turn an array of "a" "b" and "c" into "a,b,c".

		@param separatorString	  the string to insert between all the strings
		@param startIndex	   the first element to join
		@param numberOfElements	 how many elements to join together. If this is less
									than zero, all available elements will be used.
	*/
	const String joinIntoString (const String& separatorString,
								 int startIndex = 0,
								 int numberOfElements = -1) const;

	/** Sorts the array into alphabetical order.

		@param ignoreCase	   if true, the comparisons used will be case-sensitive.
	*/
	void sort (bool ignoreCase);

	/** Reduces the amount of storage being used by the array.

		Arrays typically allocate slightly more storage than they need, and after
		removing elements, they may have quite a lot of unused space allocated.
		This method will reduce the amount of allocated storage to a minimum.
	*/
	void minimiseStorageOverheads();

	juce_UseDebuggingNewOperator

private:
	Array <String> strings;
};

#endif   // __JUCE_STRINGARRAY_JUCEHEADER__
/*** End of inlined file: juce_StringArray.h ***/

/**
	A container for holding a set of strings which are keyed by another string.

	@see StringArray
*/
class JUCE_API  StringPairArray
{
public:

	/** Creates an empty array */
	StringPairArray (bool ignoreCaseWhenComparingKeys = true);

	/** Creates a copy of another array */
	StringPairArray (const StringPairArray& other);

	/** Destructor. */
	~StringPairArray();

	/** Copies the contents of another string array into this one */
	StringPairArray& operator= (const StringPairArray& other);

	/** Compares two arrays.

		Comparisons are case-sensitive.

		@returns	true only if the other array contains exactly the same strings with the same keys
	*/
	bool operator== (const StringPairArray& other) const;

	/** Compares two arrays.

		Comparisons are case-sensitive.

		@returns	false if the other array contains exactly the same strings with the same keys
	*/
	bool operator!= (const StringPairArray& other) const;

	/** Finds the value corresponding to a key string.

		If no such key is found, this will just return an empty string. To check whether
		a given key actually exists (because it might actually be paired with an empty string), use
		the getAllKeys() method to obtain a list.

		Obviously the reference returned shouldn't be stored for later use, as the
		string it refers to may disappear when the array changes.

		@see getValue
	*/
	const String& operator[] (const String& key) const;

	/** Finds the value corresponding to a key string.

		If no such key is found, this will just return the value provided as a default.

		@see operator[]
	*/
	const String getValue (const String& key, const String& defaultReturnValue) const;

	/** Returns a list of all keys in the array. */
	const StringArray& getAllKeys() const throw()	   { return keys; }

	/** Returns a list of all values in the array. */
	const StringArray& getAllValues() const throw()	 { return values; }

	/** Returns the number of strings in the array */
	inline int size() const throw()			 { return keys.size(); };

	/** Adds or amends a key/value pair.

		If a value already exists with this key, its value will be overwritten,
		otherwise the key/value pair will be added to the array.
	*/
	void set (const String& key, const String& value);

	/** Adds the items from another array to this one.

		This is equivalent to using set() to add each of the pairs from the other array.
	*/
	void addArray (const StringPairArray& other);

	/** Removes all elements from the array. */
	void clear();

	/** Removes a string from the array based on its key.

		If the key isn't found, nothing will happen.
	*/
	void remove (const String& key);

	/** Removes a string from the array based on its index.

		If the index is out-of-range, no action will be taken.
	*/
	void remove (int index);

	/** Indicates whether to use a case-insensitive search when looking up a key string.
	*/
	void setIgnoresCase (bool shouldIgnoreCase);

	/** Returns a descriptive string containing the items.

		This is handy for dumping the contents of an array.
	*/
	const String getDescription() const;

	/** Reduces the amount of storage being used by the array.

		Arrays typically allocate slightly more storage than they need, and after
		removing elements, they may have quite a lot of unused space allocated.
		This method will reduce the amount of allocated storage to a minimum.
	*/
	void minimiseStorageOverheads();

	juce_UseDebuggingNewOperator

private:
	StringArray keys, values;
	bool ignoreCase;
};

#endif   // __JUCE_STRINGPAIRARRAY_JUCEHEADER__
/*** End of inlined file: juce_StringPairArray.h ***/


/*** Start of inlined file: juce_XmlElement.h ***/
#ifndef __JUCE_XMLELEMENT_JUCEHEADER__
#define __JUCE_XMLELEMENT_JUCEHEADER__


/*** Start of inlined file: juce_File.h ***/
#ifndef __JUCE_FILE_JUCEHEADER__
#define __JUCE_FILE_JUCEHEADER__


/*** Start of inlined file: juce_Time.h ***/
#ifndef __JUCE_TIME_JUCEHEADER__
#define __JUCE_TIME_JUCEHEADER__


/*** Start of inlined file: juce_RelativeTime.h ***/
#ifndef __JUCE_RELATIVETIME_JUCEHEADER__
#define __JUCE_RELATIVETIME_JUCEHEADER__

/** A relative measure of time.

	The time is stored as a number of seconds, at double-precision floating
	point accuracy, and may be positive or negative.

	If you need an absolute time, (i.e. a date + time), see the Time class.
*/
class JUCE_API  RelativeTime
{
public:

	/** Creates a RelativeTime.

		@param seconds  the number of seconds, which may be +ve or -ve.
		@see milliseconds, minutes, hours, days, weeks
	*/
	explicit RelativeTime (double seconds = 0.0) throw();

	/** Copies another relative time. */
	RelativeTime (const RelativeTime& other) throw();

	/** Copies another relative time. */
	RelativeTime& operator= (const RelativeTime& other) throw();

	/** Destructor. */
	~RelativeTime() throw();

	/** Creates a new RelativeTime object representing a number of milliseconds.

		@see minutes, hours, days, weeks
	*/
	static const RelativeTime milliseconds (int milliseconds) throw();

	/** Creates a new RelativeTime object representing a number of milliseconds.

		@see minutes, hours, days, weeks
	*/
	static const RelativeTime milliseconds (int64 milliseconds) throw();

	/** Creates a new RelativeTime object representing a number of minutes.

		@see milliseconds, hours, days, weeks
	*/
	static const RelativeTime minutes (double numberOfMinutes) throw();

	/** Creates a new RelativeTime object representing a number of hours.

		@see milliseconds, minutes, days, weeks
	*/
	static const RelativeTime hours (double numberOfHours) throw();

	/** Creates a new RelativeTime object representing a number of days.

		@see milliseconds, minutes, hours, weeks
	*/
	static const RelativeTime days (double numberOfDays) throw();

	/** Creates a new RelativeTime object representing a number of weeks.

		@see milliseconds, minutes, hours, days
	*/
	static const RelativeTime weeks (double numberOfWeeks) throw();

	/** Returns the number of milliseconds this time represents.

		@see milliseconds, inSeconds, inMinutes, inHours, inDays, inWeeks
	*/
	int64 inMilliseconds() const throw();

	/** Returns the number of seconds this time represents.

		@see inMilliseconds, inMinutes, inHours, inDays, inWeeks
	*/
	double inSeconds() const throw()	{ return seconds; }

	/** Returns the number of minutes this time represents.

		@see inMilliseconds, inSeconds, inHours, inDays, inWeeks
	*/
	double inMinutes() const throw();

	/** Returns the number of hours this time represents.

		@see inMilliseconds, inSeconds, inMinutes, inDays, inWeeks
	*/
	double inHours() const throw();

	/** Returns the number of days this time represents.

		@see inMilliseconds, inSeconds, inMinutes, inHours, inWeeks
	*/
	double inDays() const throw();

	/** Returns the number of weeks this time represents.

		@see inMilliseconds, inSeconds, inMinutes, inHours, inDays
	*/
	double inWeeks() const throw();

	/** Returns a readable textual description of the time.

		The exact format of the string returned will depend on
		the magnitude of the time - e.g.

		"1 min 4 secs", "1 hr 45 mins", "2 weeks 5 days", "140 ms"

		so that only the two most significant units are printed.

		The returnValueForZeroTime value is the result that is returned if the
		length is zero. Depending on your application you might want to use this
		to return something more relevant like "empty" or "0 secs", etc.

		@see inMilliseconds, inSeconds, inMinutes, inHours, inDays, inWeeks
	*/
	const String getDescription (const String& returnValueForZeroTime = "0") const;

	/** Compares two RelativeTimes. */
	bool operator== (const RelativeTime& other) const throw();
	/** Compares two RelativeTimes. */
	bool operator!= (const RelativeTime& other) const throw();

	/** Compares two RelativeTimes. */
	bool operator>  (const RelativeTime& other) const throw();
	/** Compares two RelativeTimes. */
	bool operator<  (const RelativeTime& other) const throw();
	/** Compares two RelativeTimes. */
	bool operator>= (const RelativeTime& other) const throw();
	/** Compares two RelativeTimes. */
	bool operator<= (const RelativeTime& other) const throw();

	/** Adds another RelativeTime to this one and returns the result. */
	const RelativeTime  operator+  (const RelativeTime& timeToAdd) const throw();
	/** Subtracts another RelativeTime from this one and returns the result. */
	const RelativeTime  operator-  (const RelativeTime& timeToSubtract) const throw();

	/** Adds a number of seconds to this RelativeTime and returns the result. */
	const RelativeTime  operator+  (double secondsToAdd) const throw();
	/** Subtracts a number of seconds from this RelativeTime and returns the result. */
	const RelativeTime  operator-  (double secondsToSubtract) const throw();

	/** Adds another RelativeTime to this one. */
	const RelativeTime& operator+= (const RelativeTime& timeToAdd) throw();
	/** Subtracts another RelativeTime from this one. */
	const RelativeTime& operator-= (const RelativeTime& timeToSubtract) throw();

	/** Adds a number of seconds to this time. */
	const RelativeTime& operator+= (double secondsToAdd) throw();

	/** Subtracts a number of seconds from this time. */
	const RelativeTime& operator-= (double secondsToSubtract) throw();

	juce_UseDebuggingNewOperator

private:
	double seconds;
};

#endif   // __JUCE_RELATIVETIME_JUCEHEADER__
/*** End of inlined file: juce_RelativeTime.h ***/

/**
	Holds an absolute date and time.

	Internally, the time is stored at millisecond precision.

	@see RelativeTime
*/
class JUCE_API  Time
{
public:

	/** Creates a Time object.

		This default constructor creates a time of 1st January 1970, (which is
		represented internally as 0ms).

		To create a time object representing the current time, use getCurrentTime().

		@see getCurrentTime
	*/
	Time() throw();

	/** Creates a copy of another Time object. */
	Time (const Time& other) throw();

	/** Creates a time based on a number of milliseconds.

		The internal millisecond count is set to 0 (1st January 1970). To create a
		time object set to the current time, use getCurrentTime().

		@param millisecondsSinceEpoch   the number of milliseconds since the unix
										'epoch' (midnight Jan 1st 1970).
		@see getCurrentTime, currentTimeMillis
	*/
	Time (int64 millisecondsSinceEpoch) throw();

	/** Creates a time from a set of date components.

		The timezone is assumed to be whatever the system is using as its locale.

		@param year		 the year, in 4-digit format, e.g. 2004
		@param month		the month, in the range 0 to 11
		@param day		  the day of the month, in the range 1 to 31
		@param hours		hours in 24-hour clock format, 0 to 23
		@param minutes	  minutes 0 to 59
		@param seconds	  seconds 0 to 59
		@param milliseconds	 milliseconds 0 to 999
		@param useLocalTime	 if true, encode using the current machine's local time; if
								false, it will always work in GMT.
	*/
	Time (int year,
		  int month,
		  int day,
		  int hours,
		  int minutes,
		  int seconds = 0,
		  int milliseconds = 0,
		  bool useLocalTime = true) throw();

	/** Destructor. */
	~Time() throw();

	/** Copies this time from another one. */
	Time& operator= (const Time& other) throw();

	/** Returns a Time object that is set to the current system time.

		@see currentTimeMillis
	*/
	static const Time JUCE_CALLTYPE getCurrentTime() throw();

	/** Returns the time as a number of milliseconds.

		@returns	the number of milliseconds this Time object represents, since
					midnight jan 1st 1970.
		@see getMilliseconds
	*/
	int64 toMilliseconds() const throw()				{ return millisSinceEpoch; }

	/** Returns the year.

		A 4-digit format is used, e.g. 2004.
	*/
	int getYear() const throw();

	/** Returns the number of the month.

		The value returned is in the range 0 to 11.
		@see getMonthName
	*/
	int getMonth() const throw();

	/** Returns the name of the month.

		@param threeLetterVersion   if true, it'll be a 3-letter abbreviation, e.g. "Jan"; if false
									it'll return the long form, e.g. "January"
		@see getMonth
	*/
	const String getMonthName (bool threeLetterVersion) const;

	/** Returns the day of the month.

		The value returned is in the range 1 to 31.
	*/
	int getDayOfMonth() const throw();

	/** Returns the number of the day of the week.

		The value returned is in the range 0 to 6 (0 = sunday, 1 = monday, etc).
	*/
	int getDayOfWeek() const throw();

	/** Returns the name of the weekday.

		@param threeLetterVersion   if true, it'll return a 3-letter abbreviation, e.g. "Tue"; if
									false, it'll return the full version, e.g. "Tuesday".
	*/
	const String getWeekdayName (bool threeLetterVersion) const;

	/** Returns the number of hours since midnight.

		This is in 24-hour clock format, in the range 0 to 23.

		@see getHoursInAmPmFormat, isAfternoon
	*/
	int getHours() const throw();

	/** Returns true if the time is in the afternoon.

		So it returns true for "PM", false for "AM".

		@see getHoursInAmPmFormat, getHours
	*/
	bool isAfternoon() const throw();

	/** Returns the hours in 12-hour clock format.

		This will return a value 1 to 12 - use isAfternoon() to find out
		whether this is in the afternoon or morning.

		@see getHours, isAfternoon
	*/
	int getHoursInAmPmFormat() const throw();

	/** Returns the number of minutes, 0 to 59. */
	int getMinutes() const throw();

	/** Returns the number of seconds, 0 to 59. */
	int getSeconds() const throw();

	/** Returns the number of milliseconds, 0 to 999.

		Unlike toMilliseconds(), this just returns the position within the
		current second rather than the total number since the epoch.

		@see toMilliseconds
	*/
	int getMilliseconds() const throw();

	/** Returns true if the local timezone uses a daylight saving correction. */
	bool isDaylightSavingTime() const throw();

	/** Returns a 3-character string to indicate the local timezone. */
	const String getTimeZone() const throw();

	/** Quick way of getting a string version of a date and time.

		For a more powerful way of formatting the date and time, see the formatted() method.

		@param includeDate	  whether to include the date in the string
		@param includeTime	  whether to include the time in the string
		@param includeSeconds   if the time is being included, this provides an option not to include
								the seconds in it
		@param use24HourClock   if the time is being included, sets whether to use am/pm or 24
								hour notation.
		@see formatted
	*/
	const String toString (bool includeDate,
						   bool includeTime,
						   bool includeSeconds = true,
						   bool use24HourClock = false) const throw();

	/** Converts this date/time to a string with a user-defined format.

		This uses the C strftime() function to format this time as a string. To save you
		looking it up, these are the escape codes that strftime uses (other codes might
		work on some platforms and not others, but these are the common ones):

		%a  is replaced by the locale's abbreviated weekday name.
		%A  is replaced by the locale's full weekday name.
		%b  is replaced by the locale's abbreviated month name.
		%B  is replaced by the locale's full month name.
		%c  is replaced by the locale's appropriate date and time representation.
		%d  is replaced by the day of the month as a decimal number [01,31].
		%H  is replaced by the hour (24-hour clock) as a decimal number [00,23].
		%I  is replaced by the hour (12-hour clock) as a decimal number [01,12].
		%j  is replaced by the day of the year as a decimal number [001,366].
		%m  is replaced by the month as a decimal number [01,12].
		%M  is replaced by the minute as a decimal number [00,59].
		%p  is replaced by the locale's equivalent of either a.m. or p.m.
		%S  is replaced by the second as a decimal number [00,61].
		%U  is replaced by the week number of the year (Sunday as the first day of the week) as a decimal number [00,53].
		%w  is replaced by the weekday as a decimal number [0,6], with 0 representing Sunday.
		%W  is replaced by the week number of the year (Monday as the first day of the week) as a decimal number [00,53]. All days in a new year preceding the first Monday are considered to be in week 0.
		%x  is replaced by the locale's appropriate date representation.
		%X  is replaced by the locale's appropriate time representation.
		%y  is replaced by the year without century as a decimal number [00,99].
		%Y  is replaced by the year with century as a decimal number.
		%Z  is replaced by the timezone name or abbreviation, or by no bytes if no timezone information exists.
		%%  is replaced by %.

		@see toString
	*/
	const String formatted (const String& format) const;

	/** Adds a RelativeTime to this time and returns the result. */
	const Time operator+ (const RelativeTime& delta) const throw()  { return Time (millisSinceEpoch + delta.inMilliseconds()); }

	/** Subtracts a RelativeTime from this time and returns the result. */
	const Time operator- (const RelativeTime& delta) const throw()  { return Time (millisSinceEpoch - delta.inMilliseconds()); }

	/** Returns the relative time difference between this time and another one. */
	const RelativeTime operator- (const Time& other) const throw()  { return RelativeTime::milliseconds (millisSinceEpoch - other.millisSinceEpoch); }

	/** Compares two Time objects. */
	bool operator== (const Time& other) const throw()		   { return millisSinceEpoch == other.millisSinceEpoch; }

	/** Compares two Time objects. */
	bool operator!= (const Time& other) const throw()		   { return millisSinceEpoch != other.millisSinceEpoch; }

	/** Compares two Time objects. */
	bool operator<  (const Time& other) const throw()		   { return millisSinceEpoch < other.millisSinceEpoch; }

	/** Compares two Time objects. */
	bool operator<= (const Time& other) const throw()		   { return millisSinceEpoch <= other.millisSinceEpoch; }

	/** Compares two Time objects. */
	bool operator>  (const Time& other) const throw()		   { return millisSinceEpoch > other.millisSinceEpoch; }

	/** Compares two Time objects. */
	bool operator>= (const Time& other) const throw()		   { return millisSinceEpoch >= other.millisSinceEpoch; }

	/** Tries to set the computer's clock.

		@returns	true if this succeeds, although depending on the system, the
					application might not have sufficient privileges to do this.
	*/
	bool setSystemTimeToThisTime() const;

	/** Returns the name of a day of the week.

		@param dayNumber		the day, 0 to 6 (0 = sunday, 1 = monday, etc)
		@param threeLetterVersion   if true, it'll return a 3-letter abbreviation, e.g. "Tue"; if
									false, it'll return the full version, e.g. "Tuesday".
	*/
	static const String getWeekdayName (int dayNumber,
										bool threeLetterVersion);

	/** Returns the name of one of the months.

		@param monthNumber  the month, 0 to 11
		@param threeLetterVersion   if true, it'll be a 3-letter abbreviation, e.g. "Jan"; if false
									it'll return the long form, e.g. "January"
	*/
	static const String getMonthName (int monthNumber,
									  bool threeLetterVersion);

	// Static methods for getting system timers directly..

	/** Returns the current system time.

		Returns the number of milliseconds since midnight jan 1st 1970.

		Should be accurate to within a few millisecs, depending on platform,
		hardware, etc.
	*/
	static int64 currentTimeMillis() throw();

	/** Returns the number of millisecs since system startup.

		Should be accurate to within a few millisecs, depending on platform,
		hardware, etc.

		@see getApproximateMillisecondCounter
	*/
	static uint32 getMillisecondCounter() throw();

	/** Returns the number of millisecs since system startup.

		Same as getMillisecondCounter(), but returns a more accurate value, using
		the high-res timer.

		@see getMillisecondCounter
	*/
	static double getMillisecondCounterHiRes() throw();

	/** Waits until the getMillisecondCounter() reaches a given value.

		This will make the thread sleep as efficiently as it can while it's waiting.
	*/
	static void waitForMillisecondCounter (uint32 targetTime) throw();

	/** Less-accurate but faster version of getMillisecondCounter().

		This will return the last value that getMillisecondCounter() returned, so doesn't
		need to make a system call, but is less accurate - it shouldn't be more than
		100ms away from the correct time, though, so is still accurate enough for a
		lot of purposes.

		@see getMillisecondCounter
	*/
	static uint32 getApproximateMillisecondCounter() throw();

	// High-resolution timers..

	/** Returns the current high-resolution counter's tick-count.

		This is a similar idea to getMillisecondCounter(), but with a higher
		resolution.

		@see getHighResolutionTicksPerSecond, highResolutionTicksToSeconds,
			 secondsToHighResolutionTicks
	*/
	static int64 getHighResolutionTicks() throw();

	/** Returns the resolution of the high-resolution counter in ticks per second.

		@see getHighResolutionTicks, highResolutionTicksToSeconds,
			 secondsToHighResolutionTicks
	*/
	static int64 getHighResolutionTicksPerSecond() throw();

	/** Converts a number of high-resolution ticks into seconds.

		@see getHighResolutionTicks, getHighResolutionTicksPerSecond,
			 secondsToHighResolutionTicks
	*/
	static double highResolutionTicksToSeconds (int64 ticks) throw();

	/** Converts a number seconds into high-resolution ticks.

		@see getHighResolutionTicks, getHighResolutionTicksPerSecond,
			 highResolutionTicksToSeconds
	*/
	static int64 secondsToHighResolutionTicks (double seconds) throw();

private:

	int64 millisSinceEpoch;
};

#endif   // __JUCE_TIME_JUCEHEADER__
/*** End of inlined file: juce_Time.h ***/

class FileInputStream;
class FileOutputStream;

/**
	Represents a local file or directory.

	This class encapsulates the absolute pathname of a file or directory, and
	has methods for finding out about the file and changing its properties.

	To read or write to the file, there are methods for returning an input or
	output stream.

	@see FileInputStream, FileOutputStream
*/
class JUCE_API  File
{
public:

	/** Creates an (invalid) file object.

		The file is initially set to an empty path, so getFullPath() will return
		an empty string, and comparing the file to File::nonexistent will return
		true.

		You can use its operator= method to point it at a proper file.
	*/
	File()   {}

	/** Creates a file from an absolute path.

		If the path supplied is a relative path, it is taken to be relative
		to the current working directory (see File::getCurrentWorkingDirectory()),
		but this isn't a recommended way of creating a file, because you
		never know what the CWD is going to be.

		On the Mac/Linux, the path can include "~" notation for referring to
		user home directories.
	*/
	File (const String& path);

	/** Creates a copy of another file object. */
	File (const File& other);

	/** Destructor. */
	~File()  {}

	/** Sets the file based on an absolute pathname.

		If the path supplied is a relative path, it is taken to be relative
		to the current working directory (see File::getCurrentWorkingDirectory()),
		but this isn't a recommended way of creating a file, because you
		never know what the CWD is going to be.

		On the Mac/Linux, the path can include "~" notation for referring to
		user home directories.
	*/
	File& operator= (const String& newFilePath);

	/** Copies from another file object. */
	File& operator= (const File& otherFile);

	/** This static constant is used for referring to an 'invalid' file. */
	static const File nonexistent;

	/** Checks whether the file actually exists.

		@returns	true if the file exists, either as a file or a directory.
		@see existsAsFile, isDirectory
	*/
	bool exists() const;

	/** Checks whether the file exists and is a file rather than a directory.

		@returns	true only if this is a real file, false if it's a directory
					or doesn't exist
		@see exists, isDirectory
	*/
	bool existsAsFile() const;

	/** Checks whether the file is a directory that exists.

		@returns	true only if the file is a directory which actually exists, so
					false if it's a file or doesn't exist at all
		@see exists, existsAsFile
	*/
	bool isDirectory() const;

	/** Returns the size of the file in bytes.

		@returns	the number of bytes in the file, or 0 if it doesn't exist.
	*/
	int64 getSize() const;

	/** Utility function to convert a file size in bytes to a neat string description.

		So for example 100 would return "100 bytes", 2000 would return "2 KB",
		2000000 would produce "2 MB", etc.
	*/
	static const String descriptionOfSizeInBytes (int64 bytes);

	/** Returns the complete, absolute path of this file.

		This includes the filename and all its parent folders. On Windows it'll
		also include the drive letter prefix; on Mac or Linux it'll be a complete
		path starting from the root folder.

		If you just want the file's name, you should use getFileName() or
		getFileNameWithoutExtension().

		@see getFileName, getRelativePathFrom
	*/
	const String& getFullPathName() const throw()	   { return fullPath; }

	/** Returns the last section of the pathname.

		Returns just the final part of the path - e.g. if the whole path
		is "/moose/fish/foo.txt" this will return "foo.txt".

		For a directory, it returns the final part of the path - e.g. for the
		directory "/moose/fish" it'll return "fish".

		If the filename begins with a dot, it'll return the whole filename, e.g. for
		"/moose/.fish", it'll return ".fish"

		@see getFullPathName, getFileNameWithoutExtension
	*/
	const String getFileName() const;

	/** Creates a relative path that refers to a file relatively to a given directory.

		e.g. File ("/moose/foo.txt").getRelativePathFrom ("/moose/fish/haddock")
			 would return "../../foo.txt".

		If it's not possible to navigate from one file to the other, an absolute
		path is returned. If the paths are invalid, an empty string may also be
		returned.

		@param directoryToBeRelativeTo  the directory which the resultant string will
										be relative to. If this is actually a file rather than
										a directory, its parent directory will be used instead.
										If it doesn't exist, it's assumed to be a directory.
		@see getChildFile, isAbsolutePath
	*/
	const String getRelativePathFrom (const File& directoryToBeRelativeTo) const;

	/** Returns the file's extension.

		Returns the file extension of this file, also including the dot.

		e.g. "/moose/fish/foo.txt" would return ".txt"

		@see hasFileExtension, withFileExtension, getFileNameWithoutExtension
	*/
	const String getFileExtension() const;

	/** Checks whether the file has a given extension.

		@param extensionToTest  the extension to look for - it doesn't matter whether or
								not this string has a dot at the start, so ".wav" and "wav"
								will have the same effect. The comparison used is
								case-insensitve. To compare with multiple extensions, this
								parameter can contain multiple strings, separated by semi-colons -
								so, for example: hasFileExtension (".jpeg;png;gif") would return
								true if the file has any of those three extensions.

		@see getFileExtension, withFileExtension, getFileNameWithoutExtension
	*/
	bool hasFileExtension (const String& extensionToTest) const;

	/** Returns a version of this file with a different file extension.

		e.g. File ("/moose/fish/foo.txt").withFileExtension ("html") returns "/moose/fish/foo.html"

		@param newExtension	 the new extension, either with or without a dot at the start (this
								doesn't make any difference). To get remove a file's extension altogether,
								pass an empty string into this function.

		@see getFileName, getFileExtension, hasFileExtension, getFileNameWithoutExtension
	*/
	const File withFileExtension (const String& newExtension) const;

	/** Returns the last part of the filename, without its file extension.

		e.g. for "/moose/fish/foo.txt" this will return "foo".

		@see getFileName, getFileExtension, hasFileExtension, withFileExtension
	*/
	const String getFileNameWithoutExtension() const;

	/** Returns a 32-bit hash-code that identifies this file.

		This is based on the filename. Obviously it's possible, although unlikely, that
		two files will have the same hash-code.
	*/
	int hashCode() const;

	/** Returns a 64-bit hash-code that identifies this file.

		This is based on the filename. Obviously it's possible, although unlikely, that
		two files will have the same hash-code.
	*/
	int64 hashCode64() const;

	/** Returns a file based on a relative path.

		This will find a child file or directory of the current object.

		e.g.
			File ("/moose/fish").getChildFile ("foo.txt") will produce "/moose/fish/foo.txt".
			File ("/moose/fish").getChildFile ("../foo.txt") will produce "/moose/foo.txt".

		If the string is actually an absolute path, it will be treated as such, e.g.
			File ("/moose/fish").getChildFile ("/foo.txt") will produce "/foo.txt"

		@see getSiblingFile, getParentDirectory, getRelativePathFrom, isAChildOf
	*/
	const File getChildFile (String relativePath) const;

	/** Returns a file which is in the same directory as this one.

		This is equivalent to getParentDirectory().getChildFile (name).

		@see getChildFile, getParentDirectory
	*/
	const File getSiblingFile (const String& siblingFileName) const;

	/** Returns the directory that contains this file or directory.

		e.g. for "/moose/fish/foo.txt" this will return "/moose/fish".
	*/
	const File getParentDirectory() const;

	/** Checks whether a file is somewhere inside a directory.

		Returns true if this file is somewhere inside a subdirectory of the directory
		that is passed in. Neither file actually has to exist, because the function
		just checks the paths for similarities.

		e.g. File ("/moose/fish/foo.txt").isAChildOf ("/moose") is true.
			 File ("/moose/fish/foo.txt").isAChildOf ("/moose/fish") is also true.
	*/
	bool isAChildOf (const File& potentialParentDirectory) const;

	/** Chooses a filename relative to this one that doesn't already exist.

		If this file is a directory, this will return a child file of this
		directory that doesn't exist, by adding numbers to a prefix and suffix until
		it finds one that isn't already there.

		If the prefix + the suffix doesn't exist, it won't bother adding a number.

		e.g. File ("/moose/fish").getNonexistentChildFile ("foo", ".txt", true) might
			 return "/moose/fish/foo(2).txt" if there's already a file called "foo.txt".

		@param prefix		   the string to use for the filename before the number
		@param suffix		   the string to add to the filename after the number
		@param putNumbersInBrackets	 if true, this will create filenames in the
										format "prefix(number)suffix", if false, it will leave the
										brackets out.
	*/
	const File getNonexistentChildFile (const String& prefix,
										const String& suffix,
										bool putNumbersInBrackets = true) const;

	/** Chooses a filename for a sibling file to this one that doesn't already exist.

		If this file doesn't exist, this will just return itself, otherwise it
		will return an appropriate sibling that doesn't exist, e.g. if a file
		"/moose/fish/foo.txt" exists, this might return "/moose/fish/foo(2).txt".

		@param putNumbersInBrackets	 whether to add brackets around the numbers that
										get appended to the new filename.
	*/
	const File getNonexistentSibling (bool putNumbersInBrackets = true) const;

	/** Compares the pathnames for two files. */
	bool operator== (const File& otherFile) const;
	/** Compares the pathnames for two files. */
	bool operator!= (const File& otherFile) const;
	/** Compares the pathnames for two files. */
	bool operator< (const File& otherFile) const;
	/** Compares the pathnames for two files. */
	bool operator> (const File& otherFile) const;

	/** Checks whether a file can be created or written to.

		@returns	true if it's possible to create and write to this file. If the file
					doesn't already exist, this will check its parent directory to
					see if writing is allowed.
		@see setReadOnly
	*/
	bool hasWriteAccess() const;

	/** Changes the write-permission of a file or directory.

		@param shouldBeReadOnly	 whether to add or remove write-permission
		@param applyRecursively	 if the file is a directory and this is true, it will
									recurse through all the subfolders changing the permissions
									of all files
		@returns	true if it manages to change the file's permissions.
		@see hasWriteAccess
	*/
	bool setReadOnly (bool shouldBeReadOnly,
					  bool applyRecursively = false) const;

	/** Returns true if this file is a hidden or system file.

		The criteria for deciding whether a file is hidden are platform-dependent.
	*/
	bool isHidden() const;

	/** If this file is a link, this returns the file that it points to.

		If this file isn't actually link, it'll just return itself.
	*/
	const File getLinkedTarget() const;

	/** Returns the last modification time of this file.

		@returns	the time, or an invalid time if the file doesn't exist.
		@see setLastModificationTime, getLastAccessTime, getCreationTime
	*/
	const Time getLastModificationTime() const;

	/** Returns the last time this file was accessed.

		@returns	the time, or an invalid time if the file doesn't exist.
		@see setLastAccessTime, getLastModificationTime, getCreationTime
	*/
	const Time getLastAccessTime() const;

	/** Returns the time that this file was created.

		@returns	the time, or an invalid time if the file doesn't exist.
		@see getLastModificationTime, getLastAccessTime
	*/
	const Time getCreationTime() const;

	/** Changes the modification time for this file.

		@param newTime  the time to apply to the file
		@returns true if it manages to change the file's time.
		@see getLastModificationTime, setLastAccessTime, setCreationTime
	*/
	bool setLastModificationTime (const Time& newTime) const;

	/** Changes the last-access time for this file.

		@param newTime  the time to apply to the file
		@returns true if it manages to change the file's time.
		@see getLastAccessTime, setLastModificationTime, setCreationTime
	*/
	bool setLastAccessTime (const Time& newTime) const;

	/** Changes the creation date for this file.

		@param newTime  the time to apply to the file
		@returns true if it manages to change the file's time.
		@see getCreationTime, setLastModificationTime, setLastAccessTime
	*/
	bool setCreationTime (const Time& newTime) const;

	/** If possible, this will try to create a version string for the given file.

		The OS may be able to look at the file and give a version for it - e.g. with
		executables, bundles, dlls, etc. If no version is available, this will
		return an empty string.
	*/
	const String getVersion() const;

	/** Creates an empty file if it doesn't already exist.

		If the file that this object refers to doesn't exist, this will create a file
		of zero size.

		If it already exists or is a directory, this method will do nothing.

		@returns	true if the file has been created (or if it already existed).
		@see createDirectory
	*/
	bool create() const;

	/** Creates a new directory for this filename.

		This will try to create the file as a directory, and fill also create
		any parent directories it needs in order to complete the operation.

		@returns	true if the directory has been created successfully, (or if it
					already existed beforehand).
		@see create
	*/
	bool createDirectory() const;

	/** Deletes a file.

		If this file is actually a directory, it may not be deleted correctly if it
		contains files. See deleteRecursively() as a better way of deleting directories.

		@returns	true if the file has been successfully deleted (or if it didn't exist to
					begin with).
		@see deleteRecursively
	*/
	bool deleteFile() const;

	/** Deletes a file or directory and all its subdirectories.

		If this file is a directory, this will try to delete it and all its subfolders. If
		it's just a file, it will just try to delete the file.

		@returns	true if the file and all its subfolders have been successfully deleted
					(or if it didn't exist to begin with).
		@see deleteFile
	*/
	bool deleteRecursively() const;

	/** Moves this file or folder to the trash.

		@returns true if the operation succeeded. It could fail if the trash is full, or
				 if the file is write-protected, so you should check the return value
				 and act appropriately.
	*/
	bool moveToTrash() const;

	/** Moves or renames a file.

		Tries to move a file to a different location.
		If the target file already exists, this will attempt to delete it first, and
		will fail if this can't be done.

		Note that the destination file isn't the directory to put it in, it's the actual
		filename that you want the new file to have.

		@returns	true if the operation succeeds
	*/
	bool moveFileTo (const File& targetLocation) const;

	/** Copies a file.

		Tries to copy a file to a different location.
		If the target file already exists, this will attempt to delete it first, and
		will fail if this can't be done.

		@returns	true if the operation succeeds
	*/
	bool copyFileTo (const File& targetLocation) const;

	/** Copies a directory.

		Tries to copy an entire directory, recursively.

		If this file isn't a directory or if any target files can't be created, this
		will return false.

		@param newDirectory	the directory that this one should be copied to. Note that this
							   is the name of the actual directory to create, not the directory
							   into which the new one should be placed, so there must be enough
							   write privileges to create it if it doesn't exist. Any files inside
							   it will be overwritten by similarly named ones that are copied.
	*/
	bool copyDirectoryTo (const File& newDirectory) const;

	/** Used in file searching, to specify whether to return files, directories, or both.
	*/
	enum TypesOfFileToFind
	{
		findDirectories		 = 1,	/**< Use this flag to indicate that you want to find directories. */
		findFiles		   = 2,	/**< Use this flag to indicate that you want to find files. */
		findFilesAndDirectories	 = 3,	/**< Use this flag to indicate that you want to find both files and directories. */
		ignoreHiddenFiles	   = 4	 /**< Add this flag to avoid returning any hidden files in the results. */
	};

	/** Searches inside a directory for files matching a wildcard pattern.

		Assuming that this file is a directory, this method will search it
		for either files or subdirectories whose names match a filename pattern.

		@param results		  an array to which File objects will be added for the
										files that the search comes up with
		@param whatToLookFor		a value from the TypesOfFileToFind enum, specifying whether to
										return files, directories, or both. If the ignoreHiddenFiles flag
										is also added to this value, hidden files won't be returned
		@param searchRecursively	if true, all subdirectories will be recursed into to do
										an exhaustive search
		@param wildCardPattern          the filename pattern to search for, e.g. "*.txt"
		@returns			the number of results that have been found

		@see getNumberOfChildFiles, DirectoryIterator
	*/
	int findChildFiles (Array<File>& results,
						int whatToLookFor,
						bool searchRecursively,
						const String& wildCardPattern = "*") const;

	/** Searches inside a directory and counts how many files match a wildcard pattern.

		Assuming that this file is a directory, this method will search it
		for either files or subdirectories whose names match a filename pattern,
		and will return the number of matches found.

		This isn't a recursive call, and will only search this directory, not
		its children.

		@param whatToLookFor	a value from the TypesOfFileToFind enum, specifying whether to
								count files, directories, or both. If the ignoreHiddenFiles flag
								is also added to this value, hidden files won't be counted
		@param wildCardPattern  the filename pattern to search for, e.g. "*.txt"
		@returns		the number of matches found
		@see findChildFiles, DirectoryIterator
	*/
	int getNumberOfChildFiles (int whatToLookFor,
							   const String& wildCardPattern = "*") const;

	/** Returns true if this file is a directory that contains one or more subdirectories.
		@see isDirectory, findChildFiles
	*/
	bool containsSubDirectories() const;

	/** Creates a stream to read from this file.

		@returns	a stream that will read from this file (initially positioned at the
					start of the file), or 0 if the file can't be opened for some reason
		@see createOutputStream, loadFileAsData
	*/
	FileInputStream* createInputStream() const;

	/** Creates a stream to write to this file.

		If the file exists, the stream that is returned will be positioned ready for
		writing at the end of the file, so you might want to use deleteFile() first
		to write to an empty file.

		@returns	a stream that will write to this file (initially positioned at the
					end of the file), or 0 if the file can't be opened for some reason
		@see createInputStream, appendData, appendText
	*/
	FileOutputStream* createOutputStream (int bufferSize = 0x8000) const;

	/** Loads a file's contents into memory as a block of binary data.

		Of course, trying to load a very large file into memory will blow up, so
		it's better to check first.

		@param result   the data block to which the file's contents should be appended - note
						that if the memory block might already contain some data, you
						might want to clear it first
		@returns	true if the file could all be read into memory
	*/
	bool loadFileAsData (MemoryBlock& result) const;

	/** Reads a file into memory as a string.

		Attempts to load the entire file as a zero-terminated string.

		This makes use of InputStream::readEntireStreamAsString, which should
		automatically cope with unicode/acsii file formats.
	*/
	const String loadFileAsString() const;

	/** Appends a block of binary data to the end of the file.

		This will try to write the given buffer to the end of the file.

		@returns false if it can't write to the file for some reason
	*/
	bool appendData (const void* dataToAppend,
					 int numberOfBytes) const;

	/** Replaces this file's contents with a given block of data.

		This will delete the file and replace it with the given data.

		A nice feature of this method is that it's safe - instead of deleting
		the file first and then re-writing it, it creates a new temporary file,
		writes the data to that, and then moves the new file to replace the existing
		file. This means that if the power gets pulled out or something crashes,
		you're a lot less likely to end up with an empty file..

		Returns true if the operation succeeds, or false if it fails.

		@see appendText
	*/
	bool replaceWithData (const void* dataToWrite,
						  int numberOfBytes) const;

	/** Appends a string to the end of the file.

		This will try to append a text string to the file, as either 16-bit unicode
		or 8-bit characters in the default system encoding.

		It can also write the 'ff fe' unicode header bytes before the text to indicate
		the endianness of the file.

		Any single \\n characters in the string are replaced with \\r\\n before it is written.

		@see replaceWithText
	*/
	bool appendText (const String& textToAppend,
					 bool asUnicode = false,
					 bool writeUnicodeHeaderBytes = false) const;

	/** Replaces this file's contents with a given text string.

		This will delete the file and replace it with the given text.

		A nice feature of this method is that it's safe - instead of deleting
		the file first and then re-writing it, it creates a new temporary file,
		writes the text to that, and then moves the new file to replace the existing
		file. This means that if the power gets pulled out or something crashes,
		you're a lot less likely to end up with an empty file..

		For an explanation of the parameters here, see the appendText() method.

		Returns true if the operation succeeds, or false if it fails.

		@see appendText
	*/
	bool replaceWithText (const String& textToWrite,
						  bool asUnicode = false,
						  bool writeUnicodeHeaderBytes = false) const;

	/** Attempts to scan the contents of this file and compare it to another file, returning
		true if this is possible and they match byte-for-byte.
	*/
	bool hasIdenticalContentTo (const File& other) const;

	/** Creates a set of files to represent each file root.

		e.g. on Windows this will create files for "c:\", "d:\" etc according
		to which ones are available. On the Mac/Linux, this will probably
		just add a single entry for "/".
	*/
	static void findFileSystemRoots (Array<File>& results);

	/** Finds the name of the drive on which this file lives.

		@returns the volume label of the drive, or an empty string if this isn't possible
	*/
	const String getVolumeLabel() const;

	/** Returns the serial number of the volume on which this file lives.

		@returns the serial number, or zero if there's a problem doing this
	*/
	int getVolumeSerialNumber() const;

	/** Returns the number of bytes free on the drive that this file lives on.

		@returns the number of bytes free, or 0 if there's a problem finding this out
		@see getVolumeTotalSize
	*/
	int64 getBytesFreeOnVolume() const;

	/** Returns the total size of the drive that contains this file.

		@returns the total number of bytes that the volume can hold
		@see getBytesFreeOnVolume
	*/
	int64 getVolumeTotalSize() const;

	/** Returns true if this file is on a CD or DVD drive. */
	bool isOnCDRomDrive() const;

	/** Returns true if this file is on a hard disk.

		This will fail if it's a network drive, but will still be true for
		removable hard-disks.
	*/
	bool isOnHardDisk() const;

	/** Returns true if this file is on a removable disk drive.

		This might be a usb-drive, a CD-rom, or maybe a network drive.
	*/
	bool isOnRemovableDrive() const;

	/** Launches the file as a process.

		- if the file is executable, this will run it.

		- if it's a document of some kind, it will launch the document with its
		default viewer application.

		- if it's a folder, it will be opened in Explorer, Finder, or equivalent.

		@see revealToUser
	*/
	bool startAsProcess (const String& parameters = String::empty) const;

	/** Opens Finder, Explorer, or whatever the OS uses, to show the user this file's location.
		@see startAsProcess
	*/
	void revealToUser() const;

	/** A set of types of location that can be passed to the getSpecialLocation() method.
	*/
	enum SpecialLocationType
	{
		/** The user's home folder. This is the same as using File ("~"). */
		userHomeDirectory,

		/** The user's default documents folder. On Windows, this might be the user's
			"My Documents" folder. On the Mac it'll be their "Documents" folder. Linux
			doesn't tend to have one of these, so it might just return their home folder.
		*/
		userDocumentsDirectory,

		/** The folder that contains the user's desktop objects. */
		userDesktopDirectory,

		/** The folder in which applications store their persistent user-specific settings.
			On Windows, this might be "\Documents and Settings\username\Application Data".
			On the Mac, it might be "~/Library". If you're going to store your settings in here,
			always create your own sub-folder to put them in, to avoid making a mess.
		*/
		userApplicationDataDirectory,

		/** An equivalent of the userApplicationDataDirectory folder that is shared by all users
			of the computer, rather than just the current user.

			On the Mac it'll be "/Library", on Windows, it could be something like
			"\Documents and Settings\All Users\Application Data".

			Depending on the setup, this folder may be read-only.
		*/
		commonApplicationDataDirectory,

		/** The folder that should be used for temporary files.

			Always delete them when you're finished, to keep the user's computer tidy!
		*/
		tempDirectory,

		/** Returns this application's executable file.

			If running as a plug-in or DLL, this will (where possible) be the DLL rather than the
			host app.

			On the mac this will return the unix binary, not the package folder - see
			currentApplicationFile for that.

			See also invokedExecutableFile, which is similar, but if the exe was launched from a
			file link, invokedExecutableFile will return the name of the link.
		*/
		currentExecutableFile,

		/** Returns this application's location.

			If running as a plug-in or DLL, this will (where possible) be the DLL rather than the
			host app.

			On the mac this will return the package folder (if it's in one), not the unix binary
			that's inside it - compare with currentExecutableFile.
		*/
		currentApplicationFile,

		/** Returns the file that was invoked to launch this executable.
			This may differ from currentExecutableFile if the app was started from e.g. a link - this
			will return the name of the link that was used, whereas currentExecutableFile will return
			the actual location of the target executable.
		*/
		invokedExecutableFile,

		/** In a plugin, this will return the path of the host executable. */
		hostApplicationPath,

		/** The directory in which applications normally get installed.

			So on windows, this would be something like "c:\program files", on the
			Mac "/Applications", or "/usr" on linux.
		*/
		globalApplicationsDirectory,

		/** The most likely place where a user might store their music files.
		*/
		userMusicDirectory,

		/** The most likely place where a user might store their movie files.
		*/
		userMoviesDirectory,
	};

	/** Finds the location of a special type of file or directory, such as a home folder or
		documents folder.

		@see SpecialLocationType
	*/
	static const File JUCE_CALLTYPE getSpecialLocation (const SpecialLocationType type);

	/** Returns a temporary file in the system's temp directory.

		This will try to return the name of a non-existent temp file.

		To get the temp folder, you can use getSpecialLocation (File::tempDirectory).
	*/
	static const File createTempFile (const String& fileNameEnding);

	/** Returns the current working directory.

		@see setAsCurrentWorkingDirectory
	*/
	static const File getCurrentWorkingDirectory();

	/** Sets the current working directory to be this file.

		For this to work the file must point to a valid directory.

		@returns true if the current directory has been changed.
		@see getCurrentWorkingDirectory
	*/
	bool setAsCurrentWorkingDirectory() const;

	/** The system-specific file separator character.

		On Windows, this will be '\', on Mac/Linux, it'll be '/'
	*/
	static const juce_wchar separator;

	/** The system-specific file separator character, as a string.

		On Windows, this will be '\', on Mac/Linux, it'll be '/'
	*/
	static const String separatorString;

	/** Removes illegal characters from a filename.

		This will return a copy of the given string after removing characters
		that are not allowed in a legal filename, and possibly shortening the
		string if it's too long.

		Because this will remove slashes, don't use it on an absolute pathname.

		@see createLegalPathName
	*/
	static const String createLegalFileName (const String& fileNameToFix);

	/** Removes illegal characters from a pathname.

		Similar to createLegalFileName(), but this won't remove slashes, so can
		be used on a complete pathname.

		@see createLegalFileName
	*/
	static const String createLegalPathName (const String& pathNameToFix);

	/** Indicates whether filenames are case-sensitive on the current operating system.
	*/
	static bool areFileNamesCaseSensitive();

	/** Returns true if the string seems to be a fully-specified absolute path.
	*/
	static bool isAbsolutePath (const String& path);

	/** Creates a file that simply contains this string, without doing the sanity-checking
		that the normal constructors do.

		Best to avoid this unless you really know what you're doing.
	*/
	static const File createFileWithoutCheckingPath (const String& path);

	/** Adds a separator character to the end of a path if it doesn't already have one. */
	static const String addTrailingSeparator (const String& path);

	juce_UseDebuggingNewOperator

private:

	String fullPath;

	// internal way of contructing a file without checking the path
	friend class DirectoryIterator;
	File (const String&, int);
	const String getPathUpToLastSlash() const;

	void createDirectoryInternal (const String& fileName) const;
	bool copyInternal (const File& dest) const;
	bool moveInternal (const File& dest) const;
	bool setFileTimesInternal (int64 modificationTime, int64 accessTime, int64 creationTime) const;
	void getFileTimesInternal (int64& modificationTime, int64& accessTime, int64& creationTime) const;
	bool setFileReadOnlyInternal (bool shouldBeReadOnly) const;

	static const String parseAbsolutePath (const String& path);

};

#endif   // __JUCE_FILE_JUCEHEADER__
/*** End of inlined file: juce_File.h ***/

/** A handy macro to make it easy to iterate all the child elements in an XmlElement.

	The parentXmlElement should be a reference to the parent XML, and the childElementVariableName
	will be the name of a pointer to each child element.

	E.g. @code
	XmlElement* myParentXml = createSomeKindOfXmlDocument();

	forEachXmlChildElement (*myParentXml, child)
	{
		if (child->hasTagName ("FOO"))
			doSomethingWithXmlElement (child);
	}

	@endcode

	@see forEachXmlChildElementWithTagName
*/
#define forEachXmlChildElement(parentXmlElement, childElementVariableName) \
\
	for (XmlElement* childElementVariableName = (parentXmlElement).getFirstChildElement(); \
		 childElementVariableName != 0; \
		 childElementVariableName = childElementVariableName->getNextElement())

/** A macro that makes it easy to iterate all the child elements of an XmlElement
	which have a specified tag.

	This does the same job as the forEachXmlChildElement macro, but only for those
	elements that have a particular tag name.

	The parentXmlElement should be a reference to the parent XML, and the childElementVariableName
	will be the name of a pointer to each child element. The requiredTagName is the
	tag name to match.

	E.g. @code
	XmlElement* myParentXml = createSomeKindOfXmlDocument();

	forEachXmlChildElementWithTagName (*myParentXml, child, "MYTAG")
	{
		// the child object is now guaranteed to be a <MYTAG> element..
		doSomethingWithMYTAGElement (child);
	}

	@endcode

	@see forEachXmlChildElement
*/
#define forEachXmlChildElementWithTagName(parentXmlElement, childElementVariableName, requiredTagName) \
\
	for (XmlElement* childElementVariableName = (parentXmlElement).getChildByName (requiredTagName); \
		 childElementVariableName != 0; \
		 childElementVariableName = childElementVariableName->getNextElementWithTagName (requiredTagName))

/** Used to build a tree of elements representing an XML document.

	An XML document can be parsed into a tree of XmlElements, each of which
	represents an XML tag structure, and which may itself contain other
	nested elements.

	An XmlElement can also be converted back into a text document, and has
	lots of useful methods for manipulating its attributes and sub-elements,
	so XmlElements can actually be used as a handy general-purpose data
	structure.

	Here's an example of parsing some elements: @code
	// check we're looking at the right kind of document..
	if (myElement->hasTagName ("ANIMALS"))
	{
		// now we'll iterate its sub-elements looking for 'giraffe' elements..
		forEachXmlChildElement (*myElement, e)
		{
			if (e->hasTagName ("GIRAFFE"))
			{
				// found a giraffe, so use some of its attributes..

				String giraffeName  = e->getStringAttribute ("name");
				int giraffeAge      = e->getIntAttribute ("age");
				bool isFriendly     = e->getBoolAttribute ("friendly");
			}
		}
	}
	@endcode

	And here's an example of how to create an XML document from scratch: @code
	// create an outer node called "ANIMALS"
	XmlElement animalsList ("ANIMALS");

	for (int i = 0; i < numAnimals; ++i)
	{
		// create an inner element..
		XmlElement* giraffe = new XmlElement ("GIRAFFE");

		giraffe->setAttribute ("name", "nigel");
		giraffe->setAttribute ("age", 10);
		giraffe->setAttribute ("friendly", true);

		// ..and add our new element to the parent node
		animalsList.addChildElement (giraffe);
	}

	// now we can turn the whole thing into a text document..
	String myXmlDoc = animalsList.createDocument (String::empty);
	@endcode

	@see XmlDocument
*/
class JUCE_API  XmlElement
{
public:

	/** Creates an XmlElement with this tag name. */
	explicit XmlElement (const String& tagName) throw();

	/** Creates a (deep) copy of another element. */
	XmlElement (const XmlElement& other);

	/** Creates a (deep) copy of another element. */
	XmlElement& operator= (const XmlElement& other);

	/** Deleting an XmlElement will also delete all its child elements. */
	~XmlElement() throw();

	/** Compares two XmlElements to see if they contain the same text and attiributes.

		The elements are only considered equivalent if they contain the same attiributes
		with the same values, and have the same sub-nodes.

		@param other			the other element to compare to
		@param ignoreOrderOfAttributes  if true, this means that two elements with the
										same attributes in a different order will be
										considered the same; if false, the attributes must
										be in the same order as well
	*/
	bool isEquivalentTo (const XmlElement* other,
						 bool ignoreOrderOfAttributes) const throw();

	/** Returns an XML text document that represents this element.

		The string returned can be parsed to recreate the same XmlElement that
		was used to create it.

		@param dtdToUse	 the DTD to add to the document
		@param allOnOneLine	 if true, this means that the document will not contain any
								linefeeds, so it'll be smaller but not very easy to read.
		@param includeXmlHeader whether to add the "<?xml version..etc" line at the start of the
								document
		@param encodingType	 the character encoding format string to put into the xml
								header
		@param lineWrapLength   the line length that will be used before items get placed on
								a new line. This isn't an absolute maximum length, it just
								determines how lists of attributes get broken up
		@see writeToStream, writeToFile
	*/
	const String createDocument (const String& dtdToUse,
								 bool allOnOneLine = false,
								 bool includeXmlHeader = true,
								 const String& encodingType = "UTF-8",
								 int lineWrapLength = 60) const;

	/** Writes the document to a stream as UTF-8.

		@param output	   the stream to write to
		@param dtdToUse	 the DTD to add to the document
		@param allOnOneLine	 if true, this means that the document will not contain any
								linefeeds, so it'll be smaller but not very easy to read.
		@param includeXmlHeader whether to add the "<?xml version..etc" line at the start of the
								document
		@param encodingType	 the character encoding format string to put into the xml
								header
		@param lineWrapLength   the line length that will be used before items get placed on
								a new line. This isn't an absolute maximum length, it just
								determines how lists of attributes get broken up
		@see writeToFile, createDocument
	*/
	void writeToStream (OutputStream& output,
						const String& dtdToUse,
						bool allOnOneLine = false,
						bool includeXmlHeader = true,
						const String& encodingType = "UTF-8",
						int lineWrapLength = 60) const;

	/** Writes the element to a file as an XML document.

		To improve safety in case something goes wrong while writing the file, this
		will actually write the document to a new temporary file in the same
		directory as the destination file, and if this succeeds, it will rename this
		new file as the destination file (overwriting any existing file that was there).

		@param destinationFile  the file to write to. If this already exists, it will be
								overwritten.
		@param dtdToUse	 the DTD to add to the document
		@param encodingType	 the character encoding format string to put into the xml
								header
		@param lineWrapLength   the line length that will be used before items get placed on
								a new line. This isn't an absolute maximum length, it just
								determines how lists of attributes get broken up
		@returns	true if the file is written successfully; false if something goes wrong
					in the process
		@see createDocument
	*/
	bool writeToFile (const File& destinationFile,
					  const String& dtdToUse,
					  const String& encodingType = "UTF-8",
					  int lineWrapLength = 60) const;

	/** Returns this element's tag type name.

		E.g. for an element such as \<MOOSE legs="4" antlers="2">, this would return
		"MOOSE".

		@see hasTagName
	*/
	inline const String& getTagName() const throw()		 { return tagName; }

	/** Tests whether this element has a particular tag name.

		@param possibleTagName  the tag name you're comparing it with

		@see getTagName
	*/
	bool hasTagName (const String& possibleTagName) const throw();

	/** Returns the number of XML attributes this element contains.

		E.g. for an element such as \<MOOSE legs="4" antlers="2">, this would
		return 2.
	*/
	int getNumAttributes() const throw();

	/** Returns the name of one of the elements attributes.

		E.g. for an element such as \<MOOSE legs="4" antlers="2">, then
		getAttributeName(1) would return "antlers".

		@see getAttributeValue, getStringAttribute
	*/
	const String& getAttributeName (int attributeIndex) const throw();

	/** Returns the value of one of the elements attributes.

		E.g. for an element such as \<MOOSE legs="4" antlers="2">, then
		getAttributeName(1) would return "2".

		@see getAttributeName, getStringAttribute
	*/
	const String& getAttributeValue (int attributeIndex) const throw();

	// Attribute-handling methods..

	/** Checks whether the element contains an attribute with a certain name. */
	bool hasAttribute (const String& attributeName) const throw();

	/** Returns the value of a named attribute.

		@param attributeName	the name of the attribute to look up
	*/
	const String& getStringAttribute (const String& attributeName) const throw();

	/** Returns the value of a named attribute.

		@param attributeName	the name of the attribute to look up
		@param defaultReturnValue   a value to return if the element doesn't have an attribute
									with this name
	*/
	const String getStringAttribute (const String& attributeName,
									 const String& defaultReturnValue) const;

	/** Compares the value of a named attribute with a value passed-in.

		@param attributeName		the name of the attribute to look up
		@param stringToCompareAgainst   the value to compare it with
		@param ignoreCase		   whether the comparison should be case-insensitive
		@returns	true if the value of the attribute is the same as the string passed-in;
					false if it's different (or if no such attribute exists)
	*/
	bool compareAttribute (const String& attributeName,
						   const String& stringToCompareAgainst,
						   bool ignoreCase = false) const throw();

	/** Returns the value of a named attribute as an integer.

		This will try to find the attribute and convert it to an integer (using
		the String::getIntValue() method).

		@param attributeName	the name of the attribute to look up
		@param defaultReturnValue   a value to return if the element doesn't have an attribute
									with this name
		@see setAttribute
	*/
	int getIntAttribute (const String& attributeName,
						 int defaultReturnValue = 0) const;

	/** Returns the value of a named attribute as floating-point.

		This will try to find the attribute and convert it to an integer (using
		the String::getDoubleValue() method).

		@param attributeName	the name of the attribute to look up
		@param defaultReturnValue   a value to return if the element doesn't have an attribute
									with this name
		@see setAttribute
	*/
	double getDoubleAttribute (const String& attributeName,
							   double defaultReturnValue = 0.0) const;

	/** Returns the value of a named attribute as a boolean.

		This will try to find the attribute and interpret it as a boolean. To do this,
		it'll return true if the value is "1", "true", "y", etc, or false for other
		values.

		@param attributeName	the name of the attribute to look up
		@param defaultReturnValue   a value to return if the element doesn't have an attribute
									with this name
	*/
	bool getBoolAttribute (const String& attributeName,
						   bool defaultReturnValue = false) const;

	/** Adds a named attribute to the element.

		If the element already contains an attribute with this name, it's value will
		be updated to the new value. If there's no such attribute yet, a new one will
		be added.

		Note that there are other setAttribute() methods that take integers,
		doubles, etc. to make it easy to store numbers.

		@param attributeName	the name of the attribute to set
		@param newValue		 the value to set it to
		@see removeAttribute
	*/
	void setAttribute (const String& attributeName,
					   const String& newValue);

	/** Adds a named attribute to the element, setting it to an integer value.

		If the element already contains an attribute with this name, it's value will
		be updated to the new value. If there's no such attribute yet, a new one will
		be added.

		Note that there are other setAttribute() methods that take integers,
		doubles, etc. to make it easy to store numbers.

		@param attributeName	the name of the attribute to set
		@param newValue		 the value to set it to
	*/
	void setAttribute (const String& attributeName,
					   int newValue);

	/** Adds a named attribute to the element, setting it to a floating-point value.

		If the element already contains an attribute with this name, it's value will
		be updated to the new value. If there's no such attribute yet, a new one will
		be added.

		Note that there are other setAttribute() methods that take integers,
		doubles, etc. to make it easy to store numbers.

		@param attributeName	the name of the attribute to set
		@param newValue		 the value to set it to
	*/
	void setAttribute (const String& attributeName,
					   double newValue);

	/** Removes a named attribute from the element.

		@param attributeName	the name of the attribute to remove
		@see removeAllAttributes
	*/
	void removeAttribute (const String& attributeName) throw();

	/** Removes all attributes from this element.
	*/
	void removeAllAttributes() throw();

	// Child element methods..

	/** Returns the first of this element's sub-elements.

		see getNextElement() for an example of how to iterate the sub-elements.

		@see forEachXmlChildElement
	*/
	XmlElement* getFirstChildElement() const throw()	{ return firstChildElement; }

	/** Returns the next of this element's siblings.

		This can be used for iterating an element's sub-elements, e.g.
		@code
		XmlElement* child = myXmlDocument->getFirstChildElement();

		while (child != 0)
		{
			...do stuff with this child..

			child = child->getNextElement();
		}
		@endcode

		Note that when iterating the child elements, some of them might be
		text elements as well as XML tags - use isTextElement() to work this
		out.

		Also, it's much easier and neater to use this method indirectly via the
		forEachXmlChildElement macro.

		@returns	the sibling element that follows this one, or zero if this is the last
					element in its parent

		@see getNextElement, isTextElement, forEachXmlChildElement
	*/
	inline XmlElement* getNextElement() const throw()	   { return nextElement; }

	/** Returns the next of this element's siblings which has the specified tag
		name.

		This is like getNextElement(), but will scan through the list until it
		finds an element with the given tag name.

		@see getNextElement, forEachXmlChildElementWithTagName
	*/
	XmlElement* getNextElementWithTagName (const String& requiredTagName) const;

	/** Returns the number of sub-elements in this element.

		@see getChildElement
	*/
	int getNumChildElements() const throw();

	/** Returns the sub-element at a certain index.

		It's not very efficient to iterate the sub-elements by index - see
		getNextElement() for an example of how best to iterate.

		@returns the n'th child of this element, or 0 if the index is out-of-range
		@see getNextElement, isTextElement, getChildByName
	*/
	XmlElement* getChildElement (int index) const throw();

	/** Returns the first sub-element with a given tag-name.

		@param tagNameToLookFor	 the tag name of the element you want to find
		@returns the first element with this tag name, or 0 if none is found
		@see getNextElement, isTextElement, getChildElement
	*/
	XmlElement* getChildByName (const String& tagNameToLookFor) const throw();

	/** Appends an element to this element's list of children.

		Child elements are deleted automatically when their parent is deleted, so
		make sure the object that you pass in will not be deleted by anything else,
		and make sure it's not already the child of another element.

		@see getFirstChildElement, getNextElement, getNumChildElements,
			 getChildElement, removeChildElement
	*/
	void addChildElement (XmlElement* newChildElement) throw();

	/** Inserts an element into this element's list of children.

		Child elements are deleted automatically when their parent is deleted, so
		make sure the object that you pass in will not be deleted by anything else,
		and make sure it's not already the child of another element.

		@param newChildNode	 the element to add
		@param indexToInsertAt  the index at which to insert the new element - if this is
								below zero, it will be added to the end of the list
		@see addChildElement, insertChildElement
	*/
	void insertChildElement (XmlElement* newChildNode,
							 int indexToInsertAt) throw();

	/** Creates a new element with the given name and returns it, after adding it
		as a child element.

		This is a handy method that means that instead of writing this:
		@code
		XmlElement* newElement = new XmlElement ("foobar");
		myParentElement->addChildElement (newElement);
		@endcode

		..you could just write this:
		@code
		XmlElement* newElement = myParentElement->createNewChildElement ("foobar");
		@endcode
	*/
	XmlElement* createNewChildElement (const String& tagName);

	/** Replaces one of this element's children with another node.

		If the current element passed-in isn't actually a child of this element,
		this will return false and the new one won't be added. Otherwise, the
		existing element will be deleted, replaced with the new one, and it
		will return true.
	*/
	bool replaceChildElement (XmlElement* currentChildElement,
							  XmlElement* newChildNode) throw();

	/** Removes a child element.

		@param childToRemove		the child to look for and remove
		@param shouldDeleteTheChild	 if true, the child will be deleted, if false it'll
										just remove it
	*/
	void removeChildElement (XmlElement* childToRemove,
							 bool shouldDeleteTheChild) throw();

	/** Deletes all the child elements in the element.

		@see removeChildElement, deleteAllChildElementsWithTagName
	*/
	void deleteAllChildElements() throw();

	/** Deletes all the child elements with a given tag name.

		@see removeChildElement
	*/
	void deleteAllChildElementsWithTagName (const String& tagName) throw();

	/** Returns true if the given element is a child of this one. */
	bool containsChildElement (const XmlElement* possibleChild) const throw();

	/** Recursively searches all sub-elements to find one that contains the specified
		child element.
	*/
	XmlElement* findParentElementOf (const XmlElement* elementToLookFor) throw();

	/** Sorts the child elements using a comparator.

		This will use a comparator object to sort the elements into order. The object
		passed must have a method of the form:
		@code
		int compareElements (const XmlElement* first, const XmlElement* second);
		@endcode

		..and this method must return:
		  - a value of < 0 if the first comes before the second
		  - a value of 0 if the two objects are equivalent
		  - a value of > 0 if the second comes before the first

		To improve performance, the compareElements() method can be declared as static or const.

		@param comparator   the comparator to use for comparing elements.
		@param retainOrderOfEquivalentItems	 if this is true, then items
							which the comparator says are equivalent will be
							kept in the order in which they currently appear
							in the array. This is slower to perform, but may
							be important in some cases. If it's false, a faster
							algorithm is used, but equivalent elements may be
							rearranged.
	*/
	template <class ElementComparator>
	void sortChildElements (ElementComparator& comparator,
							bool retainOrderOfEquivalentItems = false)
	{
		const int num = getNumChildElements();

		if (num > 1)
		{
			HeapBlock <XmlElement*> elems (num);
			getChildElementsAsArray (elems);
			sortArray (comparator, (XmlElement**) elems, 0, num - 1, retainOrderOfEquivalentItems);
			reorderChildElements (elems, num);
		}
	}

	/** Returns true if this element is a section of text.

		Elements can either be an XML tag element or a secton of text, so this
		is used to find out what kind of element this one is.

		@see getAllText, addTextElement, deleteAllTextElements
	*/
	bool isTextElement() const throw();

	/** Returns the text for a text element.

		Note that if you have an element like this:

		@code<xyz>hello</xyz>@endcode

		then calling getText on the "xyz" element won't return "hello", because that is
		actually stored in a special text sub-element inside the xyz element. To get the
		"hello" string, you could either call getText on the (unnamed) sub-element, or
		use getAllSubText() to do this automatically.

		Note that leading and trailing whitespace will be included in the string - to remove
		if, just call String::trim() on the result.

		@see isTextElement, getAllSubText, getChildElementAllSubText
	*/
	const String& getText() const throw();

	/** Sets the text in a text element.

		Note that this is only a valid call if this element is a text element. If it's
		not, then no action will be performed.
	*/
	void setText (const String& newText);

	/** Returns all the text from this element's child nodes.

		This iterates all the child elements and when it finds text elements,
		it concatenates their text into a big string which it returns.

		E.g. @code<xyz>hello <x>there</x> world</xyz>@endcode
		if you called getAllSubText on the "xyz" element, it'd return "hello there world".

		Note that leading and trailing whitespace will be included in the string - to remove
		if, just call String::trim() on the result.

		@see isTextElement, getChildElementAllSubText, getText, addTextElement
	*/
	const String getAllSubText() const;

	/** Returns all the sub-text of a named child element.

		If there is a child element with the given tag name, this will return
		all of its sub-text (by calling getAllSubText() on it). If there is
		no such child element, this will return the default string passed-in.

		@see getAllSubText
	*/
	const String getChildElementAllSubText (const String& childTagName,
											const String& defaultReturnValue) const;

	/** Appends a section of text to this element.

		@see isTextElement, getText, getAllSubText
	*/
	void addTextElement (const String& text);

	/** Removes all the text elements from this element.

		@see isTextElement, getText, getAllSubText, addTextElement
	*/
	void deleteAllTextElements() throw();

	/** Creates a text element that can be added to a parent element.
	*/
	static XmlElement* createTextElement (const String& text);

	juce_UseDebuggingNewOperator

private:
	friend class XmlDocument;

	String tagName;
	XmlElement* firstChildElement;
	XmlElement* nextElement;

	struct XmlAttributeNode
	{
		XmlAttributeNode (const XmlAttributeNode& other) throw();
		XmlAttributeNode (const String& name, const String& value) throw();

		String name, value;
		XmlAttributeNode* next;

		bool hasName (const String& name) const throw();

	private:
		XmlAttributeNode& operator= (const XmlAttributeNode&);
	};

	XmlAttributeNode* attributes;

	XmlElement (int) throw();
	void copyChildrenAndAttributesFrom (const XmlElement& other);
	void writeElementAsText (OutputStream& out, int indentationLevel, int lineWrapLength) const;
	void getChildElementsAsArray (XmlElement**) const throw();
	void reorderChildElements (XmlElement**, int) throw();
};

#endif   // __JUCE_XMLELEMENT_JUCEHEADER__
/*** End of inlined file: juce_XmlElement.h ***/

/**
	A set of named property values, which can be strings, integers, floating point, etc.

	Effectively, this just wraps a StringPairArray in an interface that makes it easier
	to load and save types other than strings.

	See the PropertiesFile class for a subclass of this, which automatically broadcasts change
	messages and saves/loads the list from a file.
*/
class JUCE_API  PropertySet
{
public:

	/** Creates an empty PropertySet.

		@param ignoreCaseOfKeyNames	 if true, the names of properties are compared in a
											case-insensitive way
	*/
	PropertySet (bool ignoreCaseOfKeyNames = false);

	/** Creates a copy of another PropertySet.
	*/
	PropertySet (const PropertySet& other);

	/** Copies another PropertySet over this one.
	*/
	PropertySet& operator= (const PropertySet& other);

	/** Destructor. */
	virtual ~PropertySet();

	/** Returns one of the properties as a string.

		If the value isn't found in this set, then this will look for it in a fallback
		property set (if you've specified one with the setFallbackPropertySet() method),
		and if it can't find one there, it'll return the default value passed-in.

		@param keyName		  the name of the property to retrieve
		@param defaultReturnValue   a value to return if the named property doesn't actually exist
	*/
	const String getValue (const String& keyName,
						   const String& defaultReturnValue = String::empty) const throw();

	/** Returns one of the properties as an integer.

		If the value isn't found in this set, then this will look for it in a fallback
		property set (if you've specified one with the setFallbackPropertySet() method),
		and if it can't find one there, it'll return the default value passed-in.

		@param keyName		  the name of the property to retrieve
		@param defaultReturnValue   a value to return if the named property doesn't actually exist
	*/
	int getIntValue (const String& keyName,
					 const int defaultReturnValue = 0) const throw();

	/** Returns one of the properties as an double.

		If the value isn't found in this set, then this will look for it in a fallback
		property set (if you've specified one with the setFallbackPropertySet() method),
		and if it can't find one there, it'll return the default value passed-in.

		@param keyName		  the name of the property to retrieve
		@param defaultReturnValue   a value to return if the named property doesn't actually exist
	*/
	double getDoubleValue (const String& keyName,
						   const double defaultReturnValue = 0.0) const throw();

	/** Returns one of the properties as an boolean.

		The result will be true if the string found for this key name can be parsed as a non-zero
		integer.

		If the value isn't found in this set, then this will look for it in a fallback
		property set (if you've specified one with the setFallbackPropertySet() method),
		and if it can't find one there, it'll return the default value passed-in.

		@param keyName		  the name of the property to retrieve
		@param defaultReturnValue   a value to return if the named property doesn't actually exist
	*/
	bool getBoolValue (const String& keyName,
					   const bool defaultReturnValue = false) const throw();

	/** Returns one of the properties as an XML element.

		The result will a new XMLElement object that the caller must delete. If may return 0 if the
		key isn't found, or if the entry contains an string that isn't valid XML.

		If the value isn't found in this set, then this will look for it in a fallback
		property set (if you've specified one with the setFallbackPropertySet() method),
		and if it can't find one there, it'll return the default value passed-in.

		@param keyName		  the name of the property to retrieve
	*/
	XmlElement* getXmlValue (const String& keyName) const;

	/** Sets a named property.

		@param keyName	  the name of the property to set. (This mustn't be an empty string)
		@param value	the new value to set it to
	*/
	void setValue (const String& keyName, const var& value);

	/** Sets a named property to an XML element.

		@param keyName	  the name of the property to set. (This mustn't be an empty string)
		@param xml	  the new element to set it to. If this is zero, the value will be set to
							an empty string
		@see getXmlValue
	*/
	void setValue (const String& keyName, const XmlElement* xml);

	/** Deletes a property.

		@param keyName	  the name of the property to delete. (This mustn't be an empty string)
	*/
	void removeValue (const String& keyName);

	/** Returns true if the properies include the given key. */
	bool containsKey (const String& keyName) const throw();

	/** Removes all values. */
	void clear();

	/** Returns the keys/value pair array containing all the properties. */
	StringPairArray& getAllProperties() throw()			 { return properties; }

	/** Returns the lock used when reading or writing to this set */
	const CriticalSection& getLock() const throw()			  { return lock; }

	/** Returns an XML element which encapsulates all the items in this property set.

		The string parameter is the tag name that should be used for the node.

		@see restoreFromXml
	*/
	XmlElement* createXml (const String& nodeName) const;

	/** Reloads a set of properties that were previously stored as XML.

		The node passed in must have been created by the createXml() method.

		@see createXml
	*/
	void restoreFromXml (const XmlElement& xml);

	/** Sets up a second PopertySet that will be used to look up any values that aren't
		set in this one.

		If you set this up to be a pointer to a second property set, then whenever one
		of the getValue() methods fails to find an entry in this set, it will look up that
		value in the fallback set, and if it finds it, it will return that.

		Make sure that you don't delete the fallback set while it's still being used by
		another set! To remove the fallback set, just call this method with a null pointer.

		@see getFallbackPropertySet
	*/
	void setFallbackPropertySet (PropertySet* fallbackProperties) throw();

	/** Returns the fallback property set.
		@see setFallbackPropertySet
	*/
	PropertySet* getFallbackPropertySet() const throw()		 { return fallbackProperties; }

	juce_UseDebuggingNewOperator

protected:

	/** Subclasses can override this to be told when one of the properies has been changed.
	*/
	virtual void propertyChanged();

private:

	StringPairArray properties;
	PropertySet* fallbackProperties;
	CriticalSection lock;
	bool ignoreCaseOfKeys;
};

#endif   // __JUCE_PROPERTYSET_JUCEHEADER__
/*** End of inlined file: juce_PropertySet.h ***/


#endif
#ifndef __JUCE_RANGE_JUCEHEADER__

/*** Start of inlined file: juce_Range.h ***/
#ifndef __JUCE_RANGE_JUCEHEADER__
#define __JUCE_RANGE_JUCEHEADER__

/** A general-purpose range object, that simply represents any linear range with
	a start and end point.

	The templated parameter is expected to be a primitive integer or floating point
	type, though class types could also be used if they behave in a number-like way.
*/
template <typename ValueType>
class Range
{
public:

	/** Constructs an empty range. */
	Range() throw()
		: start (ValueType()), end (ValueType())
	{
	}

	/** Constructs a range with given start and end values. */
	Range (const ValueType start_, const ValueType end_) throw()
		: start (start_), end (jmax (start_, end_))
	{
	}

	/** Constructs a copy of another range. */
	Range (const Range& other) throw()
		: start (other.start), end (other.end)
	{
	}

	/** Copies another range object. */
	Range& operator= (const Range& other) throw()
	{
		start = other.start;
		end = other.end;
		return *this;
	}

	/** Destructor. */
	~Range() throw()
	{
	}

	/** Returns the range that lies between two positions (in either order). */
	static const Range between (const ValueType position1, const ValueType position2) throw()
	{
		return (position1 < position2) ? Range (position1, position2)
									   : Range (position2, position1);
	}

	/** Returns a range with the specified start position and a length of zero. */
	static const Range emptyRange (const ValueType start) throw()
	{
		return Range (start, start);
	}

	/** Returns the start of the range. */
	inline ValueType getStart() const throw()	   { return start; }

	/** Returns the length of the range. */
	inline ValueType getLength() const throw()	  { return end - start; }

	/** Returns the end of the range. */
	inline ValueType getEnd() const throw()		 { return end; }

	/** Returns true if the range has a length of zero. */
	inline bool isEmpty() const throw()		 { return start == end; }

	/** Changes the start position of the range, leaving the end position unchanged.
		If the new start position is higher than the current end of the range, the end point
		will be pushed along to equal it, leaving an empty range at the new position.
	*/
	void setStart (const ValueType newStart) throw()
	{
		start = newStart;
		if (end < newStart)
			end = newStart;
	}

	/** Returns a range with the same end as this one, but a different start.
		If the new start position is higher than the current end of the range, the end point
		will be pushed along to equal it, returning an empty range at the new position.
	*/
	const Range withStart (const ValueType newStart) const throw()
	{
		return Range (newStart, jmax (newStart, end));
	}

	/** Returns a range with the same length as this one, but moved to have the given start position. */
	const Range movedToStartAt (const ValueType newStart) const throw()
	{
		return Range (newStart, newStart + getLength());
	}

	/** Changes the end position of the range, leaving the start unchanged.
		If the new end position is below the current start of the range, the start point
		will be pushed back to equal the new end point.
	*/
	void setEnd (const ValueType newEnd) throw()
	{
		end = newEnd;
		if (newEnd < start)
			start = newEnd;
	}

	/** Returns a range with the same start position as this one, but a different end.
		If the new end position is below the current start of the range, the start point
		will be pushed back to equal the new end point.
	*/
	const Range withEnd (const ValueType newEnd) const throw()
	{
		return Range (jmin (start, newEnd), newEnd);
	}

	/** Returns a range with the same length as this one, but moved to have the given start position. */
	const Range movedToEndAt (const ValueType newEnd) const throw()
	{
		return Range (newEnd - getLength(), newEnd);
	}

	/** Changes the length of the range.
		Lengths less than zero are treated as zero.
	*/
	void setLength (const ValueType newLength) throw()
	{
		end = start + jmax (ValueType(), newLength);
	}

	/** Returns a range with the same start as this one, but a different length.
		Lengths less than zero are treated as zero.
	*/
	const Range withLength (const ValueType newLength) const throw()
	{
		return Range (start, start + newLength);
	}

	/** Adds an amount to the start and end of the range. */
	inline const Range& operator+= (const ValueType amountToAdd) throw()
	{
		start += amountToAdd;
		end += amountToAdd;
		return *this;
	}

	/** Subtracts an amount from the start and end of the range. */
	inline const Range& operator-= (const ValueType amountToSubtract) throw()
	{
		start -= amountToSubtract;
		end -= amountToSubtract;
		return *this;
	}

	/** Returns a range that is equal to this one with an amount added to its
		start and end.
	*/
	const Range operator+ (const ValueType amountToAdd) const throw()
	{
		return Range (start + amountToAdd, end + amountToAdd);
	}

	/** Returns a range that is equal to this one with the specified amount
		subtracted from its start and end. */
	const Range operator- (const ValueType amountToSubtract) const throw()
	{
		return Range (start - amountToSubtract, end - amountToSubtract);
	}

	bool operator== (const Range& other) const throw()	  { return start == other.start && end == other.end; }
	bool operator!= (const Range& other) const throw()	  { return start != other.start || end != other.end; }

	/** Returns true if the given position lies inside this range. */
	bool contains (const ValueType position) const throw()
	{
		return start <= position && position < end;
	}

	/** Returns the nearest value to the one supplied, which lies within the range. */
	ValueType clipValue (const ValueType value) const throw()
	{
		return jlimit (start, end, value);
	}

	/** Returns true if the given range lies entirely inside this range. */
	bool contains (const Range& other) const throw()
	{
		return start <= other.start && end >= other.end;
	}

	/** Returns true if the given range intersects this one. */
	bool intersects (const Range& other) const throw()
	{
		return other.start < end && start < other.end;
	}

	/** Returns the range that is the intersection of the two ranges, or an empty range
		with an undefined start position if they don't overlap. */
	const Range getIntersectionWith (const Range& other) const throw()
	{
		return Range (jmax (start, other.start),
					  jmin (end, other.end));
	}

	/** Returns the smallest range that contains both this one and the other one. */
	const Range getUnionWith (const Range& other) const throw()
	{
		return Range (jmin (start, other.start),
					  jmax (end, other.end));
	}

	/** Returns a given range, after moving it forwards or backwards to fit it
		within this range.

		If the supplied range has a greater length than this one, the return value
		will be this range.

		Otherwise, if the supplied range is smaller than this one, the return value
		will be the new range, shifted forwards or backwards so that it doesn't extend
		beyond this one, but keeping its original length.
	*/
	const Range constrainRange (const Range& rangeToConstrain) const throw()
	{
		const ValueType otherLen = rangeToConstrain.getLength();
		return getLength() <= otherLen
				? *this
				: rangeToConstrain.movedToStartAt (jlimit (start, end - otherLen, rangeToConstrain.getStart()));
	}

	juce_UseDebuggingNewOperator

private:
	ValueType start, end;
};

#endif   // __JUCE_RANGE_JUCEHEADER__
/*** End of inlined file: juce_Range.h ***/


#endif
#ifndef __JUCE_REFERENCECOUNTEDARRAY_JUCEHEADER__

/*** Start of inlined file: juce_ReferenceCountedArray.h ***/
#ifndef __JUCE_REFERENCECOUNTEDARRAY_JUCEHEADER__
#define __JUCE_REFERENCECOUNTEDARRAY_JUCEHEADER__

/**
	Holds a list of objects derived from ReferenceCountedObject.

	A ReferenceCountedArray holds objects derived from ReferenceCountedObject,
	and takes care of incrementing and decrementing their ref counts when they
	are added and removed from the array.

	To make all the array's methods thread-safe, pass in "CriticalSection" as the templated
	TypeOfCriticalSectionToUse parameter, instead of the default DummyCriticalSection.

	@see Array, OwnedArray, StringArray
*/
template <class ObjectClass, class TypeOfCriticalSectionToUse = DummyCriticalSection>
class ReferenceCountedArray
{
public:

	/** Creates an empty array.
		@see ReferenceCountedObject, Array, OwnedArray
	*/
	ReferenceCountedArray() throw()
		: numUsed (0)
	{
	}

	/** Creates a copy of another array */
	ReferenceCountedArray (const ReferenceCountedArray<ObjectClass, TypeOfCriticalSectionToUse>& other) throw()
	{
		const ScopedLockType lock (other.getLock());
		numUsed = other.numUsed;
		data.setAllocatedSize (numUsed);
		memcpy (data.elements, other.data.elements, numUsed * sizeof (ObjectClass*));

		for (int i = numUsed; --i >= 0;)
			if (data.elements[i] != 0)
				data.elements[i]->incReferenceCount();
	}

	/** Copies another array into this one.

		Any existing objects in this array will first be released.
	*/
	ReferenceCountedArray<ObjectClass, TypeOfCriticalSectionToUse>& operator= (const ReferenceCountedArray<ObjectClass, TypeOfCriticalSectionToUse>& other) throw()
	{
		if (this != &other)
		{
			ReferenceCountedArray<ObjectClass, TypeOfCriticalSectionToUse> otherCopy (other);
			swapWithArray (otherCopy);
		}

		return *this;
	}

	/** Destructor.

		Any objects in the array will be released, and may be deleted if not referenced from elsewhere.
	*/
	~ReferenceCountedArray()
	{
		clear();
	}

	/** Removes all objects from the array.

		Any objects in the array that are not referenced from elsewhere will be deleted.
	*/
	void clear()
	{
		const ScopedLockType lock (getLock());

		while (numUsed > 0)
			if (data.elements [--numUsed] != 0)
				data.elements [numUsed]->decReferenceCount();

		jassert (numUsed == 0);
		data.setAllocatedSize (0);
	}

	/** Returns the current number of objects in the array. */
	inline int size() const throw()
	{
		return numUsed;
	}

	/** Returns a pointer to the object at this index in the array.

		If the index is out-of-range, this will return a null pointer, (and
		it could be null anyway, because it's ok for the array to hold null
		pointers as well as objects).

		@see getUnchecked
	*/
	inline const ReferenceCountedObjectPtr<ObjectClass> operator[] (const int index) const throw()
	{
		const ScopedLockType lock (getLock());
		return (((unsigned int) index) < (unsigned int) numUsed) ? data.elements [index]
																 : static_cast <ObjectClass*> (0);
	}

	/** Returns a pointer to the object at this index in the array, without checking whether the index is in-range.

		This is a faster and less safe version of operator[] which doesn't check the index passed in, so
		it can be used when you're sure the index if always going to be legal.
	*/
	inline const ReferenceCountedObjectPtr<ObjectClass> getUnchecked (const int index) const throw()
	{
		const ScopedLockType lock (getLock());
		jassert (((unsigned int) index) < (unsigned int) numUsed);
		return data.elements [index];
	}

	/** Returns a pointer to the first object in the array.

		This will return a null pointer if the array's empty.
		@see getLast
	*/
	inline const ReferenceCountedObjectPtr<ObjectClass> getFirst() const throw()
	{
		const ScopedLockType lock (getLock());
		return numUsed > 0 ? data.elements [0]
						   : static_cast <ObjectClass*> (0);
	}

	/** Returns a pointer to the last object in the array.

		This will return a null pointer if the array's empty.
		@see getFirst
	*/
	inline const ReferenceCountedObjectPtr<ObjectClass> getLast() const throw()
	{
		const ScopedLockType lock (getLock());
		return numUsed > 0 ? data.elements [numUsed - 1]
						   : static_cast <ObjectClass*> (0);
	}

	/** Finds the index of the first occurrence of an object in the array.

		@param objectToLookFor	the object to look for
		@returns		  the index at which the object was found, or -1 if it's not found
	*/
	int indexOf (const ObjectClass* const objectToLookFor) const throw()
	{
		const ScopedLockType lock (getLock());
		ObjectClass** e = data.elements.getData();
		ObjectClass** const end = e + numUsed;

		while (e != end)
		{
			if (objectToLookFor == *e)
				return static_cast <int> (e - data.elements.getData());

			++e;
		}

		return -1;
	}

	/** Returns true if the array contains a specified object.

		@param objectToLookFor	  the object to look for
		@returns			true if the object is in the array
	*/
	bool contains (const ObjectClass* const objectToLookFor) const throw()
	{
		const ScopedLockType lock (getLock());
		ObjectClass** e = data.elements.getData();
		ObjectClass** const end = e + numUsed;

		while (e != end)
		{
			if (objectToLookFor == *e)
				return true;

			++e;
		}

		return false;
	}

	/** Appends a new object to the end of the array.

		This will increase the new object's reference count.

		@param newObject	   the new object to add to the array
		@see set, insert, addIfNotAlreadyThere, addSorted, addArray
	*/
	void add (ObjectClass* const newObject) throw()
	{
		const ScopedLockType lock (getLock());
		data.ensureAllocatedSize (numUsed + 1);
		data.elements [numUsed++] = newObject;

		if (newObject != 0)
			newObject->incReferenceCount();
	}

	/** Inserts a new object into the array at the given index.

		If the index is less than 0 or greater than the size of the array, the
		element will be added to the end of the array.
		Otherwise, it will be inserted into the array, moving all the later elements
		along to make room.

		This will increase the new object's reference count.

		@param indexToInsertAt	  the index at which the new element should be inserted
		@param newObject		the new object to add to the array
		@see add, addSorted, addIfNotAlreadyThere, set
	*/
	void insert (int indexToInsertAt,
				 ObjectClass* const newObject) throw()
	{
		if (indexToInsertAt >= 0)
		{
			const ScopedLockType lock (getLock());

			if (indexToInsertAt > numUsed)
				indexToInsertAt = numUsed;

			data.ensureAllocatedSize (numUsed + 1);

			ObjectClass** const e = data.elements + indexToInsertAt;
			const int numToMove = numUsed - indexToInsertAt;

			if (numToMove > 0)
				memmove (e + 1, e, numToMove * sizeof (ObjectClass*));

			*e = newObject;

			if (newObject != 0)
				newObject->incReferenceCount();

			++numUsed;
		}
		else
		{
			add (newObject);
		}
	}

	/** Appends a new object at the end of the array as long as the array doesn't
		already contain it.

		If the array already contains a matching object, nothing will be done.

		@param newObject   the new object to add to the array
	*/
	void addIfNotAlreadyThere (ObjectClass* const newObject) throw()
	{
		const ScopedLockType lock (getLock());
		if (! contains (newObject))
			add (newObject);
	}

	/** Replaces an object in the array with a different one.

		If the index is less than zero, this method does nothing.
		If the index is beyond the end of the array, the new object is added to the end of the array.

		The object being added has its reference count increased, and if it's replacing
		another object, then that one has its reference count decreased, and may be deleted.

		@param indexToChange	the index whose value you want to change
		@param newObject		the new value to set for this index.
		@see add, insert, remove
	*/
	void set (const int indexToChange,
			  ObjectClass* const newObject)
	{
		if (indexToChange >= 0)
		{
			const ScopedLockType lock (getLock());

			if (newObject != 0)
				newObject->incReferenceCount();

			if (indexToChange < numUsed)
			{
				if (data.elements [indexToChange] != 0)
					data.elements [indexToChange]->decReferenceCount();

				data.elements [indexToChange] = newObject;
			}
			else
			{
				data.ensureAllocatedSize (numUsed + 1);
				data.elements [numUsed++] = newObject;
			}
		}
	}

	/** Adds elements from another array to the end of this array.

		@param arrayToAddFrom	   the array from which to copy the elements
		@param startIndex	   the first element of the other array to start copying from
		@param numElementsToAdd	 how many elements to add from the other array. If this
									value is negative or greater than the number of available elements,
									all available elements will be copied.
		@see add
	*/
	void addArray (const ReferenceCountedArray<ObjectClass, TypeOfCriticalSectionToUse>& arrayToAddFrom,
				   int startIndex = 0,
				   int numElementsToAdd = -1) throw()
	{
		const ScopedLockType lock1 (arrayToAddFrom.getLock());

		{
			const ScopedLockType lock2 (getLock());

			if (startIndex < 0)
			{
				jassertfalse;
				startIndex = 0;
			}

			if (numElementsToAdd < 0 || startIndex + numElementsToAdd > arrayToAddFrom.size())
				numElementsToAdd = arrayToAddFrom.size() - startIndex;

			if (numElementsToAdd > 0)
			{
				data.ensureAllocatedSize (numUsed + numElementsToAdd);

				while (--numElementsToAdd >= 0)
					add (arrayToAddFrom.getUnchecked (startIndex++));
			}
		}
	}

	/** Inserts a new object into the array assuming that the array is sorted.

		This will use a comparator to find the position at which the new object
		should go. If the array isn't sorted, the behaviour of this
		method will be unpredictable.

		@param comparator	   the comparator object to use to compare the elements - see the
								sort() method for details about this object's form
		@param newObject	the new object to insert to the array
		@see add, sort
	*/
	template <class ElementComparator>
	void addSorted (ElementComparator& comparator,
					ObjectClass* newObject) throw()
	{
		const ScopedLockType lock (getLock());
		insert (findInsertIndexInSortedArray (comparator, data.elements.getData(), newObject, 0, numUsed), newObject);
	}

	/** Inserts or replaces an object in the array, assuming it is sorted.

		This is similar to addSorted, but if a matching element already exists, then it will be
		replaced by the new one, rather than the new one being added as well.
	*/
	template <class ElementComparator>
	void addOrReplaceSorted (ElementComparator& comparator,
							 ObjectClass* newObject) throw()
	{
		const ScopedLockType lock (getLock());
		const int index = findInsertIndexInSortedArray (comparator, data.elements.getData(), newObject, 0, numUsed);

		if (index > 0 && comparator.compareElements (newObject, data.elements [index - 1]) == 0)
			set (index - 1, newObject); // replace an existing object that matches
		else
			insert (index, newObject);  // no match, so insert the new one
	}

	/** Removes an object from the array.

		This will remove the object at a given index and move back all the
		subsequent objects to close the gap.

		If the index passed in is out-of-range, nothing will happen.

		The object that is removed will have its reference count decreased,
		and may be deleted if not referenced from elsewhere.

		@param indexToRemove	the index of the element to remove
		@see removeObject, removeRange
	*/
	void remove (const int indexToRemove)
	{
		const ScopedLockType lock (getLock());

		if (((unsigned int) indexToRemove) < (unsigned int) numUsed)
		{
			ObjectClass** const e = data.elements + indexToRemove;

			if (*e != 0)
				(*e)->decReferenceCount();

			--numUsed;
			const int numberToShift = numUsed - indexToRemove;

			if (numberToShift > 0)
				memmove (e, e + 1, numberToShift * sizeof (ObjectClass*));

			if ((numUsed << 1) < data.numAllocated)
				minimiseStorageOverheads();
		}
	}

	/** Removes the first occurrence of a specified object from the array.

		If the item isn't found, no action is taken. If it is found, it is
		removed and has its reference count decreased.

		@param objectToRemove   the object to try to remove
		@see remove, removeRange
	*/
	void removeObject (ObjectClass* const objectToRemove)
	{
		const ScopedLockType lock (getLock());
		remove (indexOf (objectToRemove));
	}

	/** Removes a range of objects from the array.

		This will remove a set of objects, starting from the given index,
		and move any subsequent elements down to close the gap.

		If the range extends beyond the bounds of the array, it will
		be safely clipped to the size of the array.

		The objects that are removed will have their reference counts decreased,
		and may be deleted if not referenced from elsewhere.

		@param startIndex	   the index of the first object to remove
		@param numberToRemove   how many objects should be removed
		@see remove, removeObject
	*/
	void removeRange (const int startIndex,
					  const int numberToRemove)
	{
		const ScopedLockType lock (getLock());

		const int start = jlimit (0, numUsed, startIndex);
		const int end   = jlimit (0, numUsed, startIndex + numberToRemove);

		if (end > start)
		{
			int i;
			for (i = start; i < end; ++i)
			{
				if (data.elements[i] != 0)
				{
					data.elements[i]->decReferenceCount();
					data.elements[i] = 0; // (in case one of the destructors accesses this array and hits a dangling pointer)
				}
			}

			const int rangeSize = end - start;
			ObjectClass** e = data.elements + start;
			i = numUsed - end;
			numUsed -= rangeSize;

			while (--i >= 0)
			{
				*e = e [rangeSize];
				++e;
			}

			if ((numUsed << 1) < data.numAllocated)
				minimiseStorageOverheads();
		}
	}

	/** Removes the last n objects from the array.

		The objects that are removed will have their reference counts decreased,
		and may be deleted if not referenced from elsewhere.

		@param howManyToRemove   how many objects to remove from the end of the array
		@see remove, removeObject, removeRange
	*/
	void removeLast (int howManyToRemove = 1)
	{
		const ScopedLockType lock (getLock());

		if (howManyToRemove > numUsed)
			howManyToRemove = numUsed;

		while (--howManyToRemove >= 0)
			remove (numUsed - 1);
	}

	/** Swaps a pair of objects in the array.

		If either of the indexes passed in is out-of-range, nothing will happen,
		otherwise the two objects at these positions will be exchanged.
	*/
	void swap (const int index1,
			   const int index2) throw()
	{
		const ScopedLockType lock (getLock());

		if (((unsigned int) index1) < (unsigned int) numUsed
			 && ((unsigned int) index2) < (unsigned int) numUsed)
		{
			swapVariables (data.elements [index1],
						   data.elements [index2]);
		}
	}

	/** Moves one of the objects to a different position.

		This will move the object to a specified index, shuffling along
		any intervening elements as required.

		So for example, if you have the array { 0, 1, 2, 3, 4, 5 } then calling
		move (2, 4) would result in { 0, 1, 3, 4, 2, 5 }.

		@param currentIndex	 the index of the object to be moved. If this isn't a
								valid index, then nothing will be done
		@param newIndex	 the index at which you'd like this object to end up. If this
								is less than zero, it will be moved to the end of the array
	*/
	void move (const int currentIndex,
			   int newIndex) throw()
	{
		if (currentIndex != newIndex)
		{
			const ScopedLockType lock (getLock());

			if (((unsigned int) currentIndex) < (unsigned int) numUsed)
			{
				if (((unsigned int) newIndex) >= (unsigned int) numUsed)
					newIndex = numUsed - 1;

				ObjectClass* const value = data.elements [currentIndex];

				if (newIndex > currentIndex)
				{
					memmove (data.elements + currentIndex,
							 data.elements + currentIndex + 1,
							 (newIndex - currentIndex) * sizeof (ObjectClass*));
				}
				else
				{
					memmove (data.elements + newIndex + 1,
							 data.elements + newIndex,
							 (currentIndex - newIndex) * sizeof (ObjectClass*));
				}

				data.elements [newIndex] = value;
			}
		}
	}

	/** This swaps the contents of this array with those of another array.

		If you need to exchange two arrays, this is vastly quicker than using copy-by-value
		because it just swaps their internal pointers.
	*/
	void swapWithArray (ReferenceCountedArray& otherArray) throw()
	{
		const ScopedLockType lock1 (getLock());
		const ScopedLockType lock2 (otherArray.getLock());

		data.swapWith (otherArray.data);
		swapVariables (numUsed, otherArray.numUsed);
	}

	/** Compares this array to another one.

		@returns true only if the other array contains the same objects in the same order
	*/
	bool operator== (const ReferenceCountedArray& other) const throw()
	{
		const ScopedLockType lock2 (other.getLock());
		const ScopedLockType lock1 (getLock());

		if (numUsed != other.numUsed)
			return false;

		for (int i = numUsed; --i >= 0;)
			if (data.elements [i] != other.data.elements [i])
				return false;

		return true;
	}

	/** Compares this array to another one.

		@see operator==
	*/
	bool operator!= (const ReferenceCountedArray<ObjectClass, TypeOfCriticalSectionToUse>& other) const throw()
	{
		return ! operator== (other);
	}

	/** Sorts the elements in the array.

		This will use a comparator object to sort the elements into order. The object
		passed must have a method of the form:
		@code
		int compareElements (ElementType first, ElementType second);
		@endcode

		..and this method must return:
		  - a value of < 0 if the first comes before the second
		  - a value of 0 if the two objects are equivalent
		  - a value of > 0 if the second comes before the first

		To improve performance, the compareElements() method can be declared as static or const.

		@param comparator   the comparator to use for comparing elements.
		@param retainOrderOfEquivalentItems	 if this is true, then items
							which the comparator says are equivalent will be
							kept in the order in which they currently appear
							in the array. This is slower to perform, but may
							be important in some cases. If it's false, a faster
							algorithm is used, but equivalent elements may be
							rearranged.

		@see sortArray
	*/
	template <class ElementComparator>
	void sort (ElementComparator& comparator,
			   const bool retainOrderOfEquivalentItems = false) const throw()
	{
		(void) comparator;  // if you pass in an object with a static compareElements() method, this
							// avoids getting warning messages about the parameter being unused

		const ScopedLockType lock (getLock());
		sortArray (comparator, data.elements.getData(), 0, size() - 1, retainOrderOfEquivalentItems);
	}

	/** Reduces the amount of storage being used by the array.

		Arrays typically allocate slightly more storage than they need, and after
		removing elements, they may have quite a lot of unused space allocated.
		This method will reduce the amount of allocated storage to a minimum.
	*/
	void minimiseStorageOverheads() throw()
	{
		const ScopedLockType lock (getLock());
		data.shrinkToNoMoreThan (numUsed);
	}

	/** Returns the CriticalSection that locks this array.
		To lock, you can call getLock().enter() and getLock().exit(), or preferably use
		an object of ScopedLockType as an RAII lock for it.
	*/
	inline const TypeOfCriticalSectionToUse& getLock() const throw()	   { return data; }

	/** Returns the type of scoped lock to use for locking this array */
	typedef typename TypeOfCriticalSectionToUse::ScopedLockType ScopedLockType;

	juce_UseDebuggingNewOperator

private:
	ArrayAllocationBase <ObjectClass*, TypeOfCriticalSectionToUse> data;
	int numUsed;
};

#endif   // __JUCE_REFERENCECOUNTEDARRAY_JUCEHEADER__
/*** End of inlined file: juce_ReferenceCountedArray.h ***/


#endif
#ifndef __JUCE_REFERENCECOUNTEDOBJECT_JUCEHEADER__

#endif
#ifndef __JUCE_SCOPEDPOINTER_JUCEHEADER__

#endif
#ifndef __JUCE_SORTEDSET_JUCEHEADER__

/*** Start of inlined file: juce_SortedSet.h ***/
#ifndef __JUCE_SORTEDSET_JUCEHEADER__
#define __JUCE_SORTEDSET_JUCEHEADER__

#if JUCE_MSVC
  #pragma warning (push)
  #pragma warning (disable: 4512)
#endif

/**
	Holds a set of unique primitive objects, such as ints or doubles.

	A set can only hold one item with a given value, so if for example it's a
	set of integers, attempting to add the same integer twice will do nothing
	the second time.

	Internally, the list of items is kept sorted (which means that whatever
	kind of primitive type is used must support the ==, <, >, <= and >= operators
	to determine the order), and searching the set for known values is very fast
	because it uses a binary-chop method.

	Note that if you're using a class or struct as the element type, it must be
	capable of being copied or moved with a straightforward memcpy, rather than
	needing construction and destruction code.

	To make all the set's methods thread-safe, pass in "CriticalSection" as the templated
	TypeOfCriticalSectionToUse parameter, instead of the default DummyCriticalSection.

	@see Array, OwnedArray, ReferenceCountedArray, StringArray, CriticalSection
*/
template <class ElementType, class TypeOfCriticalSectionToUse = DummyCriticalSection>
class SortedSet
{
public:

	/** Creates an empty set. */
	SortedSet() throw()
	   : numUsed (0)
	{
	}

	/** Creates a copy of another set.
		@param other	the set to copy
	*/
	SortedSet (const SortedSet& other) throw()
	{
		const ScopedLockType lock (other.getLock());
		numUsed = other.numUsed;
		data.setAllocatedSize (other.numUsed);
		memcpy (data.elements, other.data.elements, numUsed * sizeof (ElementType));
	}

	/** Destructor. */
	~SortedSet() throw()
	{
	}

	/** Copies another set over this one.
		@param other	the set to copy
	*/
	SortedSet& operator= (const SortedSet& other) throw()
	{
		if (this != &other)
		{
			const ScopedLockType lock1 (other.getLock());
			const ScopedLockType lock2 (getLock());

			data.ensureAllocatedSize (other.size());
			numUsed = other.numUsed;
			memcpy (data.elements, other.data.elements, numUsed * sizeof (ElementType));
			minimiseStorageOverheads();
		}

		return *this;
	}

	/** Compares this set to another one.

		Two sets are considered equal if they both contain the same set of
		elements.

		@param other	the other set to compare with
	*/
	bool operator== (const SortedSet<ElementType>& other) const throw()
	{
		const ScopedLockType lock (getLock());

		if (numUsed != other.numUsed)
			return false;

		for (int i = numUsed; --i >= 0;)
			if (data.elements[i] != other.data.elements[i])
				return false;

		return true;
	}

	/** Compares this set to another one.

		Two sets are considered equal if they both contain the same set of
		elements.

		@param other	the other set to compare with
	*/
	bool operator!= (const SortedSet<ElementType>& other) const throw()
	{
		return ! operator== (other);
	}

	/** Removes all elements from the set.

		This will remove all the elements, and free any storage that the set is
		using. To clear it without freeing the storage, use the clearQuick()
		method instead.

		@see clearQuick
	*/
	void clear() throw()
	{
		const ScopedLockType lock (getLock());
		data.setAllocatedSize (0);
		numUsed = 0;
	}

	/** Removes all elements from the set without freeing the array's allocated storage.

		@see clear
	*/
	void clearQuick() throw()
	{
		const ScopedLockType lock (getLock());
		numUsed = 0;
	}

	/** Returns the current number of elements in the set.
	*/
	inline int size() const throw()
	{
		return numUsed;
	}

	/** Returns one of the elements in the set.

		If the index passed in is beyond the range of valid elements, this
		will return zero.

		If you're certain that the index will always be a valid element, you
		can call getUnchecked() instead, which is faster.

		@param index	the index of the element being requested (0 is the first element in the set)
		@see getUnchecked, getFirst, getLast
	*/
	inline ElementType operator[] (const int index) const throw()
	{
		const ScopedLockType lock (getLock());
		return (((unsigned int) index) < (unsigned int) numUsed) ? data.elements [index]
																 : ElementType();
	}

	/** Returns one of the elements in the set, without checking the index passed in.
		Unlike the operator[] method, this will try to return an element without
		checking that the index is within the bounds of the set, so should only
		be used when you're confident that it will always be a valid index.

		@param index	the index of the element being requested (0 is the first element in the set)
		@see operator[], getFirst, getLast
	*/
	inline ElementType getUnchecked (const int index) const throw()
	{
		const ScopedLockType lock (getLock());
		jassert (((unsigned int) index) < (unsigned int) numUsed);
		return data.elements [index];
	}

	/** Returns the first element in the set, or 0 if the set is empty.

		@see operator[], getUnchecked, getLast
	*/
	inline ElementType getFirst() const throw()
	{
		const ScopedLockType lock (getLock());
		return numUsed > 0 ? data.elements [0] : ElementType();
	}

	/** Returns the last element in the set, or 0 if the set is empty.

		@see operator[], getUnchecked, getFirst
	*/
	inline ElementType getLast() const throw()
	{
		const ScopedLockType lock (getLock());
		return numUsed > 0 ? data.elements [numUsed - 1] : ElementType();
	}

	/** Finds the index of the first element which matches the value passed in.

		This will search the set for the given object, and return the index
		of its first occurrence. If the object isn't found, the method will return -1.

		@param elementToLookFor   the value or object to look for
		@returns		  the index of the object, or -1 if it's not found
	*/
	int indexOf (const ElementType elementToLookFor) const throw()
	{
		const ScopedLockType lock (getLock());

		int start = 0;
		int end = numUsed;

		for (;;)
		{
			if (start >= end)
			{
				return -1;
			}
			else if (elementToLookFor == data.elements [start])
			{
				return start;
			}
			else
			{
				const int halfway = (start + end) >> 1;

				if (halfway == start)
					return -1;
				else if (elementToLookFor >= data.elements [halfway])
					start = halfway;
				else
					end = halfway;
			}
		}
	}

	/** Returns true if the set contains at least one occurrence of an object.

		@param elementToLookFor	 the value or object to look for
		@returns			true if the item is found
	*/
	bool contains (const ElementType elementToLookFor) const throw()
	{
		const ScopedLockType lock (getLock());

		int start = 0;
		int end = numUsed;

		for (;;)
		{
			if (start >= end)
			{
				return false;
			}
			else if (elementToLookFor == data.elements [start])
			{
				return true;
			}
			else
			{
				const int halfway = (start + end) >> 1;

				if (halfway == start)
					return false;
				else if (elementToLookFor >= data.elements [halfway])
					start = halfway;
				else
					end = halfway;
			}
		}
	}

	/** Adds a new element to the set, (as long as it's not already in there).

		@param newElement	   the new object to add to the set
		@see set, insert, addIfNotAlreadyThere, addSorted, addSet, addArray
	*/
	void add (const ElementType newElement) throw()
	{
		const ScopedLockType lock (getLock());

		int start = 0;
		int end = numUsed;

		for (;;)
		{
			if (start >= end)
			{
				jassert (start <= end);
				insertInternal (start, newElement);
				break;
			}
			else if (newElement == data.elements [start])
			{
				break;
			}
			else
			{
				const int halfway = (start + end) >> 1;

				if (halfway == start)
				{
					if (newElement >= data.elements [halfway])
						insertInternal (start + 1, newElement);
					else
						insertInternal (start, newElement);

					break;
				}
				else if (newElement >= data.elements [halfway])
					start = halfway;
				else
					end = halfway;
			}
		}
	}

	/** Adds elements from an array to this set.

		@param elementsToAdd	the array of elements to add
		@param numElementsToAdd	 how many elements are in this other array
		@see add
	*/
	void addArray (const ElementType* elementsToAdd,
				   int numElementsToAdd) throw()
	{
		const ScopedLockType lock (getLock());

		while (--numElementsToAdd >= 0)
			add (*elementsToAdd++);
	}

	/** Adds elements from another set to this one.

		@param setToAddFrom	 the set from which to copy the elements
		@param startIndex	   the first element of the other set to start copying from
		@param numElementsToAdd	 how many elements to add from the other set. If this
									value is negative or greater than the number of available elements,
									all available elements will be copied.
		@see add
	*/
	template <class OtherSetType>
	void addSet (const OtherSetType& setToAddFrom,
				 int startIndex = 0,
				 int numElementsToAdd = -1) throw()
	{
		const typename OtherSetType::ScopedLockType lock1 (setToAddFrom.getLock());

		{
			const ScopedLockType lock2 (getLock());
			jassert (this != &setToAddFrom);

			if (this != &setToAddFrom)
			{
				if (startIndex < 0)
				{
					jassertfalse;
					startIndex = 0;
				}

				if (numElementsToAdd < 0 || startIndex + numElementsToAdd > setToAddFrom.size())
					numElementsToAdd = setToAddFrom.size() - startIndex;

				addArray (setToAddFrom.elements + startIndex, numElementsToAdd);
			}
		}
	}

	/** Removes an element from the set.

		This will remove the element at a given index.
		If the index passed in is out-of-range, nothing will happen.

		@param indexToRemove	the index of the element to remove
		@returns		the element that has been removed
		@see removeValue, removeRange
	*/
	ElementType remove (const int indexToRemove) throw()
	{
		const ScopedLockType lock (getLock());

		if (((unsigned int) indexToRemove) < (unsigned int) numUsed)
		{
			--numUsed;

			ElementType* const e = data.elements + indexToRemove;
			ElementType const removed = *e;
			const int numberToShift = numUsed - indexToRemove;

			if (numberToShift > 0)
				memmove (e, e + 1, numberToShift * sizeof (ElementType));

			if ((numUsed << 1) < data.numAllocated)
				minimiseStorageOverheads();

			return removed;
		}

		return 0;
	}

	/** Removes an item from the set.

		This will remove the given element from the set, if it's there.

		@param valueToRemove   the object to try to remove
		@see remove, removeRange
	*/
	void removeValue (const ElementType valueToRemove) throw()
	{
		const ScopedLockType lock (getLock());
		remove (indexOf (valueToRemove));
	}

	/** Removes any elements which are also in another set.

		@param otherSet   the other set in which to look for elements to remove
		@see removeValuesNotIn, remove, removeValue, removeRange
	*/
	template <class OtherSetType>
	void removeValuesIn (const OtherSetType& otherSet) throw()
	{
		const typename OtherSetType::ScopedLockType lock1 (otherSet.getLock());
		const ScopedLockType lock2 (getLock());

		if (this == &otherSet)
		{
			clear();
		}
		else
		{
			if (otherSet.size() > 0)
			{
				for (int i = numUsed; --i >= 0;)
					if (otherSet.contains (data.elements [i]))
						remove (i);
			}
		}
	}

	/** Removes any elements which are not found in another set.

		Only elements which occur in this other set will be retained.

		@param otherSet	the set in which to look for elements NOT to remove
		@see removeValuesIn, remove, removeValue, removeRange
	*/
	template <class OtherSetType>
	void removeValuesNotIn (const OtherSetType& otherSet) throw()
	{
		const typename OtherSetType::ScopedLockType lock1 (otherSet.getLock());
		const ScopedLockType lock2 (getLock());

		if (this != &otherSet)
		{
			if (otherSet.size() <= 0)
			{
				clear();
			}
			else
			{
				for (int i = numUsed; --i >= 0;)
					if (! otherSet.contains (data.elements [i]))
						remove (i);
			}
		}
	}

	/** Reduces the amount of storage being used by the set.

		Sets typically allocate slightly more storage than they need, and after
		removing elements, they may have quite a lot of unused space allocated.
		This method will reduce the amount of allocated storage to a minimum.
	*/
	void minimiseStorageOverheads() throw()
	{
		const ScopedLockType lock (getLock());
		data.shrinkToNoMoreThan (numUsed);
	}

	/** Returns the CriticalSection that locks this array.
		To lock, you can call getLock().enter() and getLock().exit(), or preferably use
		an object of ScopedLockType as an RAII lock for it.
	*/
	inline const TypeOfCriticalSectionToUse& getLock() const throw()	   { return data; }

	/** Returns the type of scoped lock to use for locking this array */
	typedef typename TypeOfCriticalSectionToUse::ScopedLockType ScopedLockType;

	juce_UseDebuggingNewOperator

private:
	ArrayAllocationBase <ElementType, TypeOfCriticalSectionToUse> data;
	int numUsed;

	void insertInternal (const int indexToInsertAt, const ElementType newElement) throw()
	{
		data.ensureAllocatedSize (numUsed + 1);

		ElementType* const insertPos = data.elements + indexToInsertAt;
		const int numberToMove = numUsed - indexToInsertAt;

		if (numberToMove > 0)
			memmove (insertPos + 1, insertPos, numberToMove * sizeof (ElementType));

		*insertPos = newElement;
		++numUsed;
	}
};

#if JUCE_MSVC
  #pragma warning (pop)
#endif

#endif   // __JUCE_SORTEDSET_JUCEHEADER__
/*** End of inlined file: juce_SortedSet.h ***/


#endif
#ifndef __JUCE_SPARSESET_JUCEHEADER__

/*** Start of inlined file: juce_SparseSet.h ***/
#ifndef __JUCE_SPARSESET_JUCEHEADER__
#define __JUCE_SPARSESET_JUCEHEADER__

/**
	Holds a set of primitive values, storing them as a set of ranges.

	This container acts like an array, but can efficiently hold large continguous
	ranges of values. It's quite a specialised class, mostly useful for things
	like keeping the set of selected rows in a listbox.

	The type used as a template paramter must be an integer type, such as int, short,
	int64, etc.
*/
template <class Type>
class SparseSet
{
public:

	/** Creates a new empty set. */
	SparseSet()
	{
	}

	/** Creates a copy of another SparseSet. */
	SparseSet (const SparseSet<Type>& other)
		: values (other.values)
	{
	}

	/** Destructor. */
	~SparseSet()
	{
	}

	/** Clears the set. */
	void clear()
	{
		values.clear();
	}

	/** Checks whether the set is empty.

		This is much quicker than using (size() == 0).
	*/
	bool isEmpty() const throw()
	{
		return values.size() == 0;
	}

	/** Returns the number of values in the set.

		Because of the way the data is stored, this method can take longer if there
		are a lot of items in the set. Use isEmpty() for a quick test of whether there
		are any items.
	*/
	Type size() const
	{
		Type total (0);

		for (int i = 0; i < values.size(); i += 2)
			total += values.getUnchecked (i + 1) - values.getUnchecked (i);

		return total;
	}

	/** Returns one of the values in the set.

		@param index	the index of the value to retrieve, in the range 0 to (size() - 1).
		@returns	the value at this index, or 0 if it's out-of-range
	*/
	Type operator[] (Type index) const
	{
		for (int i = 0; i < values.size(); i += 2)
		{
			const Type start (values.getUnchecked (i));
			const Type len (values.getUnchecked (i + 1) - start);

			if (index < len)
				return start + index;

			index -= len;
		}

		return Type (0);
	}

	/** Checks whether a particular value is in the set. */
	bool contains (const Type valueToLookFor) const
	{
		for (int i = 0; i < values.size(); ++i)
			if (valueToLookFor < values.getUnchecked(i))
				return (i & 1) != 0;

		return false;
	}

	/** Returns the number of contiguous blocks of values.
		@see getRange
	*/
	int getNumRanges() const throw()
	{
		return values.size() >> 1;
	}

	/** Returns one of the contiguous ranges of values stored.
		@param rangeIndex   the index of the range to look up, between 0
							and (getNumRanges() - 1)
		@see getTotalRange
	*/
	const Range<Type> getRange (const int rangeIndex) const
	{
		if (((unsigned int) rangeIndex) < (unsigned int) getNumRanges())
			return Range<Type> (values.getUnchecked (rangeIndex << 1),
								values.getUnchecked ((rangeIndex << 1) + 1));
		else
			return Range<Type>();
	}

	/** Returns the range between the lowest and highest values in the set.
		@see getRange
	*/
	const Range<Type> getTotalRange() const
	{
		if (values.size() > 0)
		{
			jassert ((values.size() & 1) == 0);
			return Range<Type> (values.getUnchecked (0),
								values.getUnchecked (values.size() - 1));
		}

		return Range<Type>();
	}

	/** Adds a range of contiguous values to the set.
		e.g. addRange (Range \<int\> (10, 14)) will add (10, 11, 12, 13) to the set.
	*/
	void addRange (const Range<Type>& range)
	{
		jassert (range.getLength() >= 0);
		if (range.getLength() > 0)
		{
			removeRange (range);

			values.addUsingDefaultSort (range.getStart());
			values.addUsingDefaultSort (range.getEnd());

			simplify();
		}
	}

	/** Removes a range of values from the set.
		e.g. removeRange (Range\<int\> (10, 14)) will remove (10, 11, 12, 13) from the set.
	*/
	void removeRange (const Range<Type>& rangeToRemove)
	{
		jassert (rangeToRemove.getLength() >= 0);

		if (rangeToRemove.getLength() > 0
			 && values.size() > 0
			 && rangeToRemove.getStart() < values.getUnchecked (values.size() - 1)
			 && values.getUnchecked(0) < rangeToRemove.getEnd())
		{
			const bool onAtStart = contains (rangeToRemove.getStart() - 1);
			const Type lastValue (jmin (rangeToRemove.getEnd(), values.getLast()));
			const bool onAtEnd = contains (lastValue);

			for (int i = values.size(); --i >= 0;)
			{
				if (values.getUnchecked(i) <= lastValue)
				{
					while (values.getUnchecked(i) >= rangeToRemove.getStart())
					{
						values.remove (i);

						if (--i < 0)
							break;
					}

					break;
				}
			}

			if (onAtStart)   values.addUsingDefaultSort (rangeToRemove.getStart());
			if (onAtEnd)	 values.addUsingDefaultSort (lastValue);

			simplify();
		}
	}

	/** Does an XOR of the values in a given range. */
	void invertRange (const Range<Type>& range)
	{
		SparseSet newItems;
		newItems.addRange (range);

		int i;
		for (i = getNumRanges(); --i >= 0;)
			newItems.removeRange (getRange (i));

		removeRange (range);

		for (i = newItems.getNumRanges(); --i >= 0;)
			addRange (newItems.getRange(i));
	}

	/** Checks whether any part of a given range overlaps any part of this set. */
	bool overlapsRange (const Range<Type>& range)
	{
		if (range.getLength() > 0)
		{
			for (int i = getNumRanges(); --i >= 0;)
			{
				if (values.getUnchecked ((i << 1) + 1) <= range.getStart())
					return false;

				if (values.getUnchecked (i << 1) < range.getEnd())
					return true;
			}
		}

		return false;
	}

	/** Checks whether the whole of a given range is contained within this one. */
	bool containsRange (const Range<Type>& range)
	{
		if (range.getLength() > 0)
		{
			for (int i = getNumRanges(); --i >= 0;)
			{
				if (values.getUnchecked ((i << 1) + 1) <= range.getStart())
					return false;

				if (values.getUnchecked (i << 1) <= range.getStart()
					 && range.getEnd() <= values.getUnchecked ((i << 1) + 1))
					return true;
			}
		}

		return false;
	}

	bool operator== (const SparseSet<Type>& other) throw()
	{
		return values == other.values;
	}

	bool operator!= (const SparseSet<Type>& other) throw()
	{
		return values != other.values;
	}

	juce_UseDebuggingNewOperator

private:
	// alternating start/end values of ranges of values that are present.
	Array<Type, DummyCriticalSection> values;

	void simplify()
	{
		jassert ((values.size() & 1) == 0);

		for (int i = values.size(); --i > 0;)
			if (values.getUnchecked(i) == values.getUnchecked (i - 1))
				values.removeRange (--i, 2);
	}
};

#endif   // __JUCE_SPARSESET_JUCEHEADER__
/*** End of inlined file: juce_SparseSet.h ***/


#endif
#ifndef __JUCE_VALUE_JUCEHEADER__

/*** Start of inlined file: juce_Value.h ***/
#ifndef __JUCE_VALUE_JUCEHEADER__
#define __JUCE_VALUE_JUCEHEADER__


/*** Start of inlined file: juce_AsyncUpdater.h ***/
#ifndef __JUCE_ASYNCUPDATER_JUCEHEADER__
#define __JUCE_ASYNCUPDATER_JUCEHEADER__


/*** Start of inlined file: juce_MessageListener.h ***/
#ifndef __JUCE_MESSAGELISTENER_JUCEHEADER__
#define __JUCE_MESSAGELISTENER_JUCEHEADER__


/*** Start of inlined file: juce_Message.h ***/
#ifndef __JUCE_MESSAGE_JUCEHEADER__
#define __JUCE_MESSAGE_JUCEHEADER__

class MessageListener;
class MessageManager;

/** The base class for objects that can be delivered to a MessageListener.

	The simplest Message object contains a few integer and pointer parameters
	that the user can set, and this is enough for a lot of purposes. For passing more
	complex data, subclasses of Message can also be used.

	@see MessageListener, MessageManager, ActionListener, ChangeListener
*/
class JUCE_API  Message
{
public:

	/** Creates an uninitialised message.

		The class's variables will also be left uninitialised.
	*/
	Message() throw();

	/** Creates a message object, filling in the member variables.

		The corresponding public member variables will be set from the parameters
		passed in.
	*/
	Message (int intParameter1,
			 int intParameter2,
			 int intParameter3,
			 void* pointerParameter) throw();

	/** Destructor. */
	virtual ~Message();

	// These values can be used for carrying simple data that the application needs to
	// pass around. For more complex messages, just create a subclass.

	int intParameter1;	  /**< user-defined integer value. */
	int intParameter2;	  /**< user-defined integer value. */
	int intParameter3;	  /**< user-defined integer value. */
	void* pointerParameter;	 /**< user-defined pointer value. */

	juce_UseDebuggingNewOperator

private:
	friend class MessageListener;
	friend class MessageManager;
	MessageListener* messageRecipient;

	Message (const Message&);
	Message& operator= (const Message&);
};

#endif   // __JUCE_MESSAGE_JUCEHEADER__
/*** End of inlined file: juce_Message.h ***/

/**
	MessageListener subclasses can post and receive Message objects.

	@see Message, MessageManager, ActionListener, ChangeListener
*/
class JUCE_API  MessageListener
{
protected:

	/** Creates a MessageListener. */
	MessageListener() throw();

public:

	/** Destructor.

		When a MessageListener is deleted, it removes itself from a global list
		of registered listeners, so that the isValidMessageListener() method
		will no longer return true.
	*/
	virtual ~MessageListener();

	/** This is the callback method that receives incoming messages.

		This is called by the MessageManager from its dispatch loop.

		@see postMessage
	*/
	virtual void handleMessage (const Message& message) = 0;

	/** Sends a message to the message queue, for asynchronous delivery to this listener
		later on.

		This method can be called safely by any thread.

		@param message	  the message object to send - this will be deleted
							automatically by the message queue, so don't keep any
							references to it after calling this method.
		@see handleMessage
	*/
	void postMessage (Message* message) const throw();

	/** Checks whether this MessageListener has been deleted.

		Although not foolproof, this method is safe to call on dangling or null
		pointers. A list of active MessageListeners is kept internally, so this
		checks whether the object is on this list or not.

		Note that it's possible to get a false-positive here, if an object is
		deleted and another is subsequently created that happens to be at the
		exact same memory location, but I can't think of a good way of avoiding
		this.
	*/
	bool isValidMessageListener() const throw();
};

#endif   // __JUCE_MESSAGELISTENER_JUCEHEADER__
/*** End of inlined file: juce_MessageListener.h ***/

/**
	Has a callback method that is triggered asynchronously.

	This object allows an asynchronous callback function to be triggered, for
	tasks such as coalescing multiple updates into a single callback later on.

	Basically, one or more calls to the triggerAsyncUpdate() will result in the
	message thread calling handleAsyncUpdate() as soon as it can.
*/
class JUCE_API  AsyncUpdater
{
public:

	/** Creates an AsyncUpdater object. */
	AsyncUpdater() throw();

	/** Destructor.

		If there are any pending callbacks when the object is deleted, these are lost.
	*/
	virtual ~AsyncUpdater();

	/** Causes the callback to be triggered at a later time.

		This method returns immediately, having made sure that a callback
		to the handleAsyncUpdate() method will occur as soon as possible.

		If an update callback is already pending but hasn't happened yet, calls
		to this method will be ignored.

		It's thread-safe to call this method from any number of threads without
		needing to worry about locking.
	*/
	void triggerAsyncUpdate();

	/** This will stop any pending updates from happening.

		If called after triggerAsyncUpdate() and before the handleAsyncUpdate()
		callback happens, this will cancel the handleAsyncUpdate() callback.
	*/
	void cancelPendingUpdate() throw();

	/** If an update has been triggered and is pending, this will invoke it
		synchronously.

		Use this as a kind of "flush" operation - if an update is pending, the
		handleAsyncUpdate() method will be called immediately; if no update is
		pending, then nothing will be done.
	*/
	void handleUpdateNowIfNeeded();

	/** Called back to do whatever your class needs to do.

		This method is called by the message thread at the next convenient time
		after the triggerAsyncUpdate() method has been called.
	*/
	virtual void handleAsyncUpdate() = 0;

private:

	class AsyncUpdaterInternal  : public MessageListener
	{
	public:
		AsyncUpdaterInternal() {}
		~AsyncUpdaterInternal() {}

		void handleMessage (const Message&);

		AsyncUpdater* owner;

	private:
		AsyncUpdaterInternal (const AsyncUpdaterInternal&);
		AsyncUpdaterInternal& operator= (const AsyncUpdaterInternal&);
	};

	AsyncUpdaterInternal internalAsyncHandler;
	bool asyncMessagePending;
};

#endif   // __JUCE_ASYNCUPDATER_JUCEHEADER__
/*** End of inlined file: juce_AsyncUpdater.h ***/


/*** Start of inlined file: juce_ListenerList.h ***/
#ifndef __JUCE_LISTENERLIST_JUCEHEADER__
#define __JUCE_LISTENERLIST_JUCEHEADER__

/**
	Holds a set of objects and can invoke a member function callback on each object
	in the set with a single call.

	Use a ListenerList to manage a set of objects which need a callback, and you
	can invoke a member function by simply calling call() or callChecked().

	E.g.
	@code
	class MyListenerType
	{
	public:
		void myCallbackMethod (int foo, bool bar);
	};

	ListenerList <MyListenerType> listeners;
	listeners.add (someCallbackObjects...);

	// This will invoke myCallbackMethod (1234, true) on each of the objects
	// in the list...
	listeners.call (&MyListenerType::myCallbackMethod, 1234, true);
	@endcode

	If you add or remove listeners from the list during one of the callbacks - i.e. while
	it's in the middle of iterating the listeners, then it's guaranteed that no listeners
	will be mistakenly called after they've been removed, but it may mean that some of the
	listeners could be called more than once, or not at all, depending on the list's order.

	Sometimes, there's a chance that invoking one of the callbacks might result in the
	list itself being deleted while it's still iterating - to survive this situation, you can
	use callChecked() instead of call(), passing it a local object to act as a "BailOutChecker".
	The BailOutChecker must implement a method of the form "bool shouldBailOut()", and
	the list will check this after each callback to determine whether it should abort the
	operation. For an example of a bail-out checker, see the Component::BailOutChecker class,
	which can be used to check when a Component has been deleted. See also
	ListenerList::DummyBailOutChecker, which is a dummy checker that always returns false.
*/
template <class ListenerClass,
		  class ArrayType = Array <ListenerClass*> >
class ListenerList
{
	// Horrible macros required to support VC6/7..
	#if defined (_MSC_VER) && _MSC_VER <= 1400
	  #define LL_TEMPLATE(a)   typename P##a, typename Q##a
	  #define LL_PARAM(a)	  Q##a& param##a
	#else
	  #define LL_TEMPLATE(a)   typename P##a
	  #define LL_PARAM(a)	  PARAMETER_TYPE(P##a) param##a
	#endif

public:

	/** Creates an empty list. */
	ListenerList()
	{
	}

	/** Destructor. */
	~ListenerList()
	{
	}

	/** Adds a listener to the list.
		A listener can only be added once, so if the listener is already in the list,
		this method has no effect.
		@see remove
	*/
	void add (ListenerClass* const listenerToAdd)
	{
		// Listeners can't be null pointers!
		jassert (listenerToAdd != 0);

		if (listenerToAdd != 0)
			listeners.addIfNotAlreadyThere (listenerToAdd);
	}

	/** Removes a listener from the list.
		If the listener wasn't in the list, this has no effect.
	*/
	void remove (ListenerClass* const listenerToRemove)
	{
		// Listeners can't be null pointers!
		jassert (listenerToRemove != 0);

		listeners.removeValue (listenerToRemove);
	}

	/** Returns the number of registered listeners. */
	int size() const throw()
	{
		return listeners.size();
	}

	/** Returns true if any listeners are registered. */
	bool isEmpty() const throw()
	{
		return listeners.size() == 0;
	}

	/** Returns true if the specified listener has been added to the list. */
	bool contains (ListenerClass* const listener) const throw()
	{
		return listeners.contains (listener);
	}

	/** Calls a member function on each listener in the list, with no parameters. */
	void call (void (ListenerClass::*callbackFunction) ())
	{
		callChecked (static_cast <const DummyBailOutChecker&> (DummyBailOutChecker()), callbackFunction);
	}

	/** Calls a member function on each listener in the list, with no parameters and a bail-out-checker.
		See the class description for info about writing a bail-out checker. */
	template <class BailOutCheckerType>
	void callChecked (const BailOutCheckerType& bailOutChecker,
					  void (ListenerClass::*callbackFunction) ())
	{
		for (Iterator<BailOutCheckerType, ThisType> iter (*this); iter.next (bailOutChecker);)
			(iter.getListener()->*callbackFunction) ();
	}

	/** Calls a member function on each listener in the list, with 1 parameter. */
	template <LL_TEMPLATE(1)>
	void call (void (ListenerClass::*callbackFunction) (P1), LL_PARAM(1))
	{
		for (Iterator<DummyBailOutChecker, ThisType> iter (*this); iter.next();)
			(iter.getListener()->*callbackFunction) (param1);
	}

	/** Calls a member function on each listener in the list, with one parameter and a bail-out-checker.
		See the class description for info about writing a bail-out checker. */
	template <class BailOutCheckerType, LL_TEMPLATE(1)>
	void callChecked (const BailOutCheckerType& bailOutChecker,
					  void (ListenerClass::*callbackFunction) (P1),
					  LL_PARAM(1))
	{
		for (Iterator<BailOutCheckerType, ThisType> iter (*this); iter.next (bailOutChecker);)
			(iter.getListener()->*callbackFunction) (param1);
	}

	/** Calls a member function on each listener in the list, with 2 parameters. */
	template <LL_TEMPLATE(1), LL_TEMPLATE(2)>
	void call (void (ListenerClass::*callbackFunction) (P1, P2),
			   LL_PARAM(1), LL_PARAM(2))
	{
		for (Iterator<DummyBailOutChecker, ThisType> iter (*this); iter.next();)
			(iter.getListener()->*callbackFunction) (param1, param2);
	}

	/** Calls a member function on each listener in the list, with 2 parameters and a bail-out-checker.
		See the class description for info about writing a bail-out checker. */
	template <class BailOutCheckerType, LL_TEMPLATE(1), LL_TEMPLATE(2)>
	void callChecked (const BailOutCheckerType& bailOutChecker,
					  void (ListenerClass::*callbackFunction) (P1, P2),
					  LL_PARAM(1), LL_PARAM(2))
	{
		for (Iterator<BailOutCheckerType, ThisType> iter (*this); iter.next (bailOutChecker);)
			(iter.getListener()->*callbackFunction) (param1, param2);
	}

	/** Calls a member function on each listener in the list, with 3 parameters. */
	template <LL_TEMPLATE(1), LL_TEMPLATE(2), LL_TEMPLATE(3)>
	void call (void (ListenerClass::*callbackFunction) (P1, P2, P3),
			   LL_PARAM(1), LL_PARAM(2), LL_PARAM(3))
	{
		for (Iterator<DummyBailOutChecker, ThisType> iter (*this); iter.next();)
			(iter.getListener()->*callbackFunction) (param1, param2, param3);
	}

	/** Calls a member function on each listener in the list, with 3 parameters and a bail-out-checker.
		See the class description for info about writing a bail-out checker. */
	template <class BailOutCheckerType, LL_TEMPLATE(1), LL_TEMPLATE(2), LL_TEMPLATE(3)>
	void callChecked (const BailOutCheckerType& bailOutChecker,
					  void (ListenerClass::*callbackFunction) (P1, P2, P3),
					  LL_PARAM(1), LL_PARAM(2), LL_PARAM(3))
	{
		for (Iterator<BailOutCheckerType, ThisType> iter (*this); iter.next (bailOutChecker);)
			(iter.getListener()->*callbackFunction) (param1, param2, param3);
	}

	/** Calls a member function on each listener in the list, with 4 parameters. */
	template <LL_TEMPLATE(1), LL_TEMPLATE(2), LL_TEMPLATE(3), LL_TEMPLATE(4)>
	void call (void (ListenerClass::*callbackFunction) (P1, P2, P3, P4),
			   LL_PARAM(1), LL_PARAM(2), LL_PARAM(3), LL_PARAM(4))
	{
		for (Iterator<DummyBailOutChecker, ThisType> iter (*this); iter.next();)
			(iter.getListener()->*callbackFunction) (param1, param2, param3, param4);
	}

	/** Calls a member function on each listener in the list, with 4 parameters and a bail-out-checker.
		See the class description for info about writing a bail-out checker. */
	template <class BailOutCheckerType, LL_TEMPLATE(1), LL_TEMPLATE(2), LL_TEMPLATE(3), LL_TEMPLATE(4)>
	void callChecked (const BailOutCheckerType& bailOutChecker,
					  void (ListenerClass::*callbackFunction) (P1, P2, P3, P4),
					  LL_PARAM(1), LL_PARAM(2), LL_PARAM(3), LL_PARAM(4))
	{
		for (Iterator<BailOutCheckerType, ThisType> iter (*this); iter.next (bailOutChecker);)
			(iter.getListener()->*callbackFunction) (param1, param2, param3, param4);
	}

	/** Calls a member function on each listener in the list, with 5 parameters. */
	template <LL_TEMPLATE(1), LL_TEMPLATE(2), LL_TEMPLATE(3), LL_TEMPLATE(4), LL_TEMPLATE(5)>
	void call (void (ListenerClass::*callbackFunction) (P1, P2, P3, P4, P5),
			   LL_PARAM(1), LL_PARAM(2), LL_PARAM(3), LL_PARAM(4), LL_PARAM(5))
	{
		for (Iterator<DummyBailOutChecker, ThisType> iter (*this); iter.next();)
			(iter.getListener()->*callbackFunction) (param1, param2, param3, param4, param5);
	}

	/** Calls a member function on each listener in the list, with 5 parameters and a bail-out-checker.
		See the class description for info about writing a bail-out checker. */
	template <class BailOutCheckerType, LL_TEMPLATE(1), LL_TEMPLATE(2), LL_TEMPLATE(3), LL_TEMPLATE(4), LL_TEMPLATE(5)>
	void callChecked (const BailOutCheckerType& bailOutChecker,
					  void (ListenerClass::*callbackFunction) (P1, P2, P3, P4, P5),
					  LL_PARAM(1), LL_PARAM(2), LL_PARAM(3), LL_PARAM(4), LL_PARAM(5))
	{
		for (Iterator<BailOutCheckerType, ThisType> iter (*this); iter.next (bailOutChecker);)
			(iter.getListener()->*callbackFunction) (param1, param2, param3, param4, param5);
	}

	/** A dummy bail-out checker that always returns false.
		See the ListenerList notes for more info about bail-out checkers.
	*/
	class DummyBailOutChecker
	{
	public:
		inline bool shouldBailOut() const throw()	  { return false; }
	};

	/** Iterates the listeners in a ListenerList. */
	template <class BailOutCheckerType, class ListType>
	class Iterator
	{
	public:

		Iterator (const ListType& list_)
			: list (list_), index (list_.size())
		{}

		~Iterator() {}

		bool next()
		{
			if (index <= 0)
				return false;

			const int listSize = list.size();

			if (--index < listSize)
				return true;

			index = listSize - 1;
			return index >= 0;
		}

		bool next (const BailOutCheckerType& bailOutChecker)
		{
			return (! bailOutChecker.shouldBailOut()) && next();
		}

		typename ListType::ListenerType* getListener() const throw()
		{
			return list.getListeners().getUnchecked (index);
		}

	private:
		const ListType& list;
		int index;

		Iterator (const Iterator&);
		Iterator& operator= (const Iterator&);
	};

	typedef ListenerList<ListenerClass, ArrayType> ThisType;
	typedef ListenerClass ListenerType;

	const ArrayType& getListeners() const throw()	   { return listeners; }

private:

	ArrayType listeners;

	ListenerList (const ListenerList&);
	ListenerList& operator= (const ListenerList&);

	#undef LL_TEMPLATE
	#undef LL_PARAM
};

#endif   // __JUCE_LISTENERLIST_JUCEHEADER__
/*** End of inlined file: juce_ListenerList.h ***/

/**
	Represents a shared variant value.

	A Value object contains a reference to a var object, and can get and set its value.
	Listeners can be attached to be told when the value is changed.

	The Value class is a wrapper around a shared, reference-counted underlying data
	object - this means that multiple Value objects can all refer to the same piece of
	data, allowing all of them to be notified when any of them changes it.

	When you create a Value with its default constructor, it acts as a wrapper around a
	simple var object, but by creating a Value that refers to a custom subclass of ValueSource,
	you can map the Value onto any kind of underlying data.
*/
class JUCE_API  Value
{
public:

	/** Creates an empty Value, containing a void var. */
	Value();

	/** Creates a Value that refers to the same value as another one.

		Note that this doesn't make a copy of the other value - both this and the other
		Value will share the same underlying value, so that when either one alters it, both
		will see it change.
	*/
	Value (const Value& other);

	/** Creates a Value that is set to the specified value. */
	explicit Value (const var& initialValue);

	/** Destructor. */
	~Value();

	/** Returns the current value. */
	const var getValue() const;

	/** Returns the current value. */
	operator const var() const;

	/** Returns the value as a string.

		This is alternative to writing things like "myValue.getValue().toString()".
	*/
	const String toString() const;

	/** Sets the current value.

		You can also use operator= to set the value.

		If there are any listeners registered, they will be notified of the
		change asynchronously.
	*/
	void setValue (const var& newValue);

	/** Sets the current value.

		This is the same as calling setValue().

		If there are any listeners registered, they will be notified of the
		change asynchronously.
	*/
	Value& operator= (const var& newValue);

	/** Makes this object refer to the same underlying ValueSource as another one.

		Once this object has been connected to another one, changing either one
		will update the other.

		Existing listeners will still be registered after you call this method, and
		they'll continue to receive messages when the new value changes.
	*/
	void referTo (const Value& valueToReferTo);

	/** Returns true if this value and the other one are references to the same value.
	*/
	bool refersToSameSourceAs (const Value& other) const;

	/** Compares two values.
		This is a compare-by-value comparison, so is effectively the same as
		saying (this->getValue() == other.getValue()).
	*/
	bool operator== (const Value& other) const;

	/** Compares two values.
		This is a compare-by-value comparison, so is effectively the same as
		saying (this->getValue() != other.getValue()).
	*/
	bool operator!= (const Value& other) const;

	/** Receives callbacks when a Value object changes.
		@see Value::addListener
	*/
	class JUCE_API  Listener
	{
	public:
		Listener()	  {}
		virtual ~Listener() {}

		/** Called when a Value object is changed.

			Note that the Value object passed as a parameter may not be exactly the same
			object that you registered the listener with - it might be a copy that refers
			to the same underlying ValueSource. To find out, you can call Value::refersToSameSourceAs().
		*/
		virtual void valueChanged (Value& value) = 0;
	};

	/** Adds a listener to receive callbacks when the value changes.

		The listener is added to this specific Value object, and not to the shared
		object that it refers to. When this object is deleted, all the listeners will
		be lost, even if other references to the same Value still exist. So when you're
		adding a listener, make sure that you add it to a ValueTree instance that will last
		for as long as you need the listener. In general, you'd never want to add a listener
		to a local stack-based ValueTree, but more likely to one that's a member variable.

		@see removeListener
	*/
	void addListener (Listener* listener);

	/** Removes a listener that was previously added with addListener(). */
	void removeListener (Listener* listener);

	/**
		Used internally by the Value class as the base class for its shared value objects.

		The Value class is essentially a reference-counted pointer to a shared instance
		of a ValueSource object. If you're feeling adventurous, you can create your own custom
		ValueSource classes to allow Value objects to represent your own custom data items.
	*/
	class JUCE_API  ValueSource   : public ReferenceCountedObject,
									public AsyncUpdater
	{
	public:
		ValueSource();
		virtual ~ValueSource();

		/** Returns the current value of this object. */
		virtual const var getValue() const = 0;

		/** Changes the current value.
			This must also trigger a change message if the value actually changes.
		*/
		virtual void setValue (const var& newValue) = 0;

		/** Delivers a change message to all the listeners that are registered with
			this value.

			If dispatchSynchronously is true, the method will call all the listeners
			before returning; otherwise it'll dispatch a message and make the call later.
		*/
		void sendChangeMessage (bool dispatchSynchronously);

		juce_UseDebuggingNewOperator

	protected:
		friend class Value;
		SortedSet <Value*> valuesWithListeners;

		void handleAsyncUpdate();

		ValueSource (const ValueSource&);
		ValueSource& operator= (const ValueSource&);
	};

	/** Creates a Value object that uses this valueSource object as its underlying data. */
	explicit Value (ValueSource* valueSource);

	/** Returns the ValueSource that this value is referring to. */
	ValueSource& getValueSource() throw()	   { return *value; }

	juce_UseDebuggingNewOperator

private:
	friend class ValueSource;
	ReferenceCountedObjectPtr <ValueSource> value;
	ListenerList <Listener> listeners;

	void callListeners();

	// This is disallowed to avoid confusion about whether it should
	// do a by-value or by-reference copy.
	Value& operator= (const Value& other);
};

/** Writes a Value to an OutputStream as a UTF8 string. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, const Value& value);

#endif   // __JUCE_VALUE_JUCEHEADER__
/*** End of inlined file: juce_Value.h ***/


#endif
#ifndef __JUCE_VALUETREE_JUCEHEADER__

/*** Start of inlined file: juce_ValueTree.h ***/
#ifndef __JUCE_VALUETREE_JUCEHEADER__
#define __JUCE_VALUETREE_JUCEHEADER__


/*** Start of inlined file: juce_UndoManager.h ***/
#ifndef __JUCE_UNDOMANAGER_JUCEHEADER__
#define __JUCE_UNDOMANAGER_JUCEHEADER__


/*** Start of inlined file: juce_ChangeBroadcaster.h ***/
#ifndef __JUCE_CHANGEBROADCASTER_JUCEHEADER__
#define __JUCE_CHANGEBROADCASTER_JUCEHEADER__


/*** Start of inlined file: juce_ChangeListenerList.h ***/
#ifndef __JUCE_CHANGELISTENERLIST_JUCEHEADER__
#define __JUCE_CHANGELISTENERLIST_JUCEHEADER__


/*** Start of inlined file: juce_ChangeListener.h ***/
#ifndef __JUCE_CHANGELISTENER_JUCEHEADER__
#define __JUCE_CHANGELISTENER_JUCEHEADER__

/**
	Receives callbacks about changes to some kind of object.

	Many objects use a ChangeListenerList to keep a set of listeners which they
	will inform when something changes. A subclass of ChangeListener
	is used to receive these callbacks.

	Note that the major difference between an ActionListener and a ChangeListener
	is that for a ChangeListener, multiple changes will be coalesced into fewer
	callbacks, but ActionListeners perform one callback for every event posted.

	@see ChangeListenerList, ChangeBroadcaster, ActionListener
*/
class JUCE_API  ChangeListener
{
public:
	/** Destructor. */
	virtual ~ChangeListener()  {}

	/** Overridden by your subclass to receive the callback.

		@param objectThatHasChanged the value that was passed to the
									ChangeListenerList::sendChangeMessage() method
	*/
	virtual void changeListenerCallback (void* objectThatHasChanged) = 0;
};

#endif   // __JUCE_CHANGELISTENER_JUCEHEADER__
/*** End of inlined file: juce_ChangeListener.h ***/


/*** Start of inlined file: juce_ScopedLock.h ***/
#ifndef __JUCE_SCOPEDLOCK_JUCEHEADER__
#define __JUCE_SCOPEDLOCK_JUCEHEADER__

/**
	Automatically locks and unlocks a CriticalSection object.

	Use one of these as a local variable to control access to a CriticalSection.

	e.g. @code

	CriticalSection myCriticalSection;

	for (;;)
	{
		const ScopedLock myScopedLock (myCriticalSection);
		// myCriticalSection is now locked

		...do some stuff...

		// myCriticalSection gets unlocked here.
	}
	@endcode

	@see CriticalSection, ScopedUnlock
*/
class JUCE_API  ScopedLock
{
public:

	/** Creates a ScopedLock.

		As soon as it is created, this will lock the CriticalSection, and
		when the ScopedLock object is deleted, the CriticalSection will
		be unlocked.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen! Best just to use it
		as a local stack object, rather than creating one with the new() operator.
	*/
	inline explicit ScopedLock (const CriticalSection& lock) throw()	: lock_ (lock) { lock.enter(); }

	/** Destructor.

		The CriticalSection will be unlocked when the destructor is called.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen!
	*/
	inline ~ScopedLock() throw()					{ lock_.exit(); }

private:

	const CriticalSection& lock_;

	ScopedLock (const ScopedLock&);
	ScopedLock& operator= (const ScopedLock&);
};

/**
	Automatically unlocks and re-locks a CriticalSection object.

	This is the reverse of a ScopedLock object - instead of locking the critical
	section for the lifetime of this object, it unlocks it.

	Make sure you don't try to unlock critical sections that aren't actually locked!

	e.g. @code

	CriticalSection myCriticalSection;

	for (;;)
	{
		const ScopedLock myScopedLock (myCriticalSection);
		// myCriticalSection is now locked

		... do some stuff with it locked ..

		while (xyz)
		{
			... do some stuff with it locked ..

			const ScopedUnlock unlocker (myCriticalSection);

			// myCriticalSection is now unlocked for the remainder of this block,
			// and re-locked at the end.

			...do some stuff with it unlocked ...
		}

		// myCriticalSection gets unlocked here.
	}
	@endcode

	@see CriticalSection, ScopedLock
*/
class ScopedUnlock
{
public:

	/** Creates a ScopedUnlock.

		As soon as it is created, this will unlock the CriticalSection, and
		when the ScopedLock object is deleted, the CriticalSection will
		be re-locked.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen! Best just to use it
		as a local stack object, rather than creating one with the new() operator.
	*/
	inline explicit ScopedUnlock (const CriticalSection& lock) throw()	: lock_ (lock) { lock.exit(); }

	/** Destructor.

		The CriticalSection will be unlocked when the destructor is called.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen!
	*/
	inline ~ScopedUnlock() throw()					{ lock_.enter(); }

private:

	const CriticalSection& lock_;

	ScopedUnlock (const ScopedLock&);
	ScopedUnlock& operator= (const ScopedUnlock&);
};

#endif   // __JUCE_SCOPEDLOCK_JUCEHEADER__
/*** End of inlined file: juce_ScopedLock.h ***/

/**
	A set of ChangeListeners.

	Listeners can be added and removed from the list, and change messages can be
	broadcast to all the listeners.

	@see ChangeListener, ChangeBroadcaster
*/
class JUCE_API  ChangeListenerList  : public MessageListener
{
public:

	/** Creates an empty list. */
	ChangeListenerList();

	/** Destructor. */
	~ChangeListenerList();

	/** Adds a listener to the list.

		(Trying to add a listener that's already on the list will have no effect).
	*/
	void addChangeListener (ChangeListener* listener);

	/** Removes a listener from the list.

		If the listener isn't on the list, this won't have any effect.
	*/
	void removeChangeListener (ChangeListener* listener);

	/** Removes all listeners from the list. */
	void removeAllChangeListeners();

	/** Posts an asynchronous change message to all the listeners.

		If a message has already been sent and hasn't yet been delivered, this
		method won't send another - in this way it coalesces multiple frequent
		changes into fewer actual callbacks to the ChangeListeners. Contrast this
		with the ActionListener, which posts a new event for every call to its
		sendActionMessage() method.

		Only listeners which are on the list when the change event is delivered
		will receive the event - and this may include listeners that weren't on
		the list when the change message was sent.

		@param objectThatHasChanged	 this pointer is passed to the
										ChangeListener::changeListenerCallback() method,
										and can be any value the application needs
		@see sendSynchronousChangeMessage
	*/
	void sendChangeMessage (void* objectThatHasChanged);

	/** This will synchronously callback all the ChangeListeners.

		Use this if you need to synchronously force a call to all the
		listeners' ChangeListener::changeListenerCallback() methods.
	*/
	void sendSynchronousChangeMessage (void* objectThatHasChanged);

	/** If a change message has been sent but not yet dispatched, this will
		use sendSynchronousChangeMessage() to make the callback immediately.
	*/
	void dispatchPendingMessages();

	/** @internal */
	void handleMessage (const Message&);

	juce_UseDebuggingNewOperator

private:
	SortedSet <void*> listeners;
	CriticalSection lock;
	void* lastChangedObject;
	bool messagePending;

	ChangeListenerList (const ChangeListenerList&);
	ChangeListenerList& operator= (const ChangeListenerList&);
};

#endif   // __JUCE_CHANGELISTENERLIST_JUCEHEADER__
/*** End of inlined file: juce_ChangeListenerList.h ***/

/** Manages a list of ChangeListeners, and can send them messages.

	To quickly add methods to your class that can add/remove change
	listeners and broadcast to them, you can derive from this.

	@see ChangeListenerList, ChangeListener
*/
class JUCE_API  ChangeBroadcaster
{
public:

	/** Creates an ChangeBroadcaster. */
	ChangeBroadcaster() throw();

	/** Destructor. */
	virtual ~ChangeBroadcaster();

	/** Adds a listener to the list.

		(Trying to add a listener that's already on the list will have no effect).
	*/
	void addChangeListener (ChangeListener* listener);

	/** Removes a listener from the list.

		If the listener isn't on the list, this won't have any effect.
	*/
	void removeChangeListener (ChangeListener* listener);

	/** Removes all listeners from the list. */
	void removeAllChangeListeners();

	/** Broadcasts a change message to all the registered listeners.

		The message will be delivered asynchronously by the event thread, so this
		method will not directly call any of the listeners. For a synchronous
		message, use sendSynchronousChangeMessage().

		@see ChangeListenerList::sendActionMessage
	*/
	void sendChangeMessage (void* objectThatHasChanged);

	/** Sends a synchronous change message to all the registered listeners.

		@see ChangeListenerList::sendSynchronousChangeMessage
	*/
	void sendSynchronousChangeMessage (void* objectThatHasChanged);

	/** If a change message has been sent but not yet dispatched, this will
		use sendSynchronousChangeMessage() to make the callback immediately.
	*/
	void dispatchPendingMessages();

private:

	ChangeListenerList changeListenerList;

	ChangeBroadcaster (const ChangeBroadcaster&);
	ChangeBroadcaster& operator= (const ChangeBroadcaster&);
};

#endif   // __JUCE_CHANGEBROADCASTER_JUCEHEADER__
/*** End of inlined file: juce_ChangeBroadcaster.h ***/


/*** Start of inlined file: juce_UndoableAction.h ***/
#ifndef __JUCE_UNDOABLEACTION_JUCEHEADER__
#define __JUCE_UNDOABLEACTION_JUCEHEADER__

/**
	Used by the UndoManager class to store an action which can be done
	and undone.

	@see UndoManager
*/
class JUCE_API  UndoableAction
{
protected:
	/** Creates an action. */
	UndoableAction() throw()	{}

public:
	/** Destructor. */
	virtual ~UndoableAction()   {}

	/** Overridden by a subclass to perform the action.

		This method is called by the UndoManager, and shouldn't be used directly by
		applications.

		Be careful not to make any calls in a perform() method that could call
		recursively back into the UndoManager::perform() method

		@returns	true if the action could be performed.
		@see UndoManager::perform
	*/
	virtual bool perform() = 0;

	/** Overridden by a subclass to undo the action.

		This method is called by the UndoManager, and shouldn't be used directly by
		applications.

		Be careful not to make any calls in an undo() method that could call
		recursively back into the UndoManager::perform() method

		@returns	true if the action could be undone without any errors.
		@see UndoManager::perform
	*/
	virtual bool undo() = 0;

	/** Returns a value to indicate how much memory this object takes up.

		Because the UndoManager keeps a list of UndoableActions, this is used
		to work out how much space each one will take up, so that the UndoManager
		can work out how many to keep.

		The default value returned here is 10 - units are arbitrary and
		don't have to be accurate.

		@see UndoManager::getNumberOfUnitsTakenUpByStoredCommands,
			 UndoManager::setMaxNumberOfStoredUnits
	*/
	virtual int getSizeInUnits()	{ return 10; }

	/** Allows multiple actions to be coalesced into a single action object, to reduce storage space.

		If possible, this method should create and return a single action that does the same job as
		this one followed by the supplied action.

		If it's not possible to merge the two actions, the method should return zero.
	*/
	virtual UndoableAction* createCoalescedAction (UndoableAction* nextAction)  { (void) nextAction; return 0; }
};

#endif   // __JUCE_UNDOABLEACTION_JUCEHEADER__
/*** End of inlined file: juce_UndoableAction.h ***/

/**
	Manages a list of undo/redo commands.

	An UndoManager object keeps a list of past actions and can use these actions
	to move backwards and forwards through an undo history.

	To use it, create subclasses of UndoableAction which perform all the
	actions you need, then when you need to actually perform an action, create one
	and pass it to the UndoManager's perform() method.

	The manager also uses the concept of 'transactions' to group the actions
	together - all actions performed between calls to beginNewTransaction() are
	grouped together and are all undone/redone as a group.

	The UndoManager is a ChangeBroadcaster, so listeners can register to be told
	when actions are performed or undone.

	@see UndoableAction
*/
class JUCE_API  UndoManager  : public ChangeBroadcaster
{
public:

	/** Creates an UndoManager.

		@param maxNumberOfUnitsToKeep	   each UndoableAction object returns a value
											to indicate how much storage it takes up
											(UndoableAction::getSizeInUnits()), so this
											lets you specify the maximum total number of
											units that the undomanager is allowed to
											keep in memory before letting the older actions
											drop off the end of the list.
		@param minimumTransactionsToKeep	this specifies the minimum number of transactions
											that will be kept, even if this involves exceeding
											the amount of space specified in maxNumberOfUnitsToKeep
	*/
	UndoManager (int maxNumberOfUnitsToKeep = 30000,
				 int minimumTransactionsToKeep = 30);

	/** Destructor. */
	~UndoManager();

	/** Deletes all stored actions in the list. */
	void clearUndoHistory();

	/** Returns the current amount of space to use for storing UndoableAction objects.

		@see setMaxNumberOfStoredUnits
	*/
	int getNumberOfUnitsTakenUpByStoredCommands() const;

	/** Sets the amount of space that can be used for storing UndoableAction objects.

		@param maxNumberOfUnitsToKeep	   each UndoableAction object returns a value
											to indicate how much storage it takes up
											(UndoableAction::getSizeInUnits()), so this
											lets you specify the maximum total number of
											units that the undomanager is allowed to
											keep in memory before letting the older actions
											drop off the end of the list.
		@param minimumTransactionsToKeep	this specifies the minimum number of transactions
											that will be kept, even if this involves exceeding
											the amount of space specified in maxNumberOfUnitsToKeep
		@see getNumberOfUnitsTakenUpByStoredCommands
	*/
	void setMaxNumberOfStoredUnits (int maxNumberOfUnitsToKeep,
									int minimumTransactionsToKeep);

	/** Performs an action and adds it to the undo history list.

		@param action   the action to perform - this will be deleted by the UndoManager
						when no longer needed
		@param actionName   if this string is non-empty, the current transaction will be
							given this name; if it's empty, the current transaction name will
							be left unchanged. See setCurrentTransactionName()
		@returns true if the command succeeds - see UndoableAction::perform
		@see beginNewTransaction
	*/
	bool perform (UndoableAction* action,
				  const String& actionName = String::empty);

	/** Starts a new group of actions that together will be treated as a single transaction.

		All actions that are passed to the perform() method between calls to this
		method are grouped together and undone/redone together by a single call to
		undo() or redo().

		@param actionName   a description of the transaction that is about to be
							performed
	*/
	void beginNewTransaction (const String& actionName = String::empty);

	/** Changes the name stored for the current transaction.

		Each transaction is given a name when the beginNewTransaction() method is
		called, but this can be used to change that name without starting a new
		transaction.
	*/
	void setCurrentTransactionName (const String& newName);

	/** Returns true if there's at least one action in the list to undo.

		@see getUndoDescription, undo, canRedo
	*/
	bool canUndo() const;

	/** Returns the description of the transaction that would be next to get undone.

		The description returned is the one that was passed into beginNewTransaction
		before the set of actions was performed.

		@see undo
	*/
	const String getUndoDescription() const;

	/** Tries to roll-back the last transaction.

		@returns	true if the transaction can be undone, and false if it fails, or
					if there aren't any transactions to undo
	*/
	bool undo();

	/** Tries to roll-back any actions that were added to the current transaction.

		This will perform an undo() only if there are some actions in the undo list
		that were added after the last call to beginNewTransaction().

		This is useful because it lets you call beginNewTransaction(), then
		perform an operation which may or may not actually perform some actions, and
		then call this method to get rid of any actions that might have been done
		without it rolling back the previous transaction if nothing was actually
		done.

		@returns true if any actions were undone.
	*/
	bool undoCurrentTransactionOnly();

	/** Returns a list of the UndoableAction objects that have been performed during the
		transaction that is currently open.

		Effectively, this is the list of actions that would be undone if undoCurrentTransactionOnly()
		were to be called now.

		The first item in the list is the earliest action performed.
	*/
	void getActionsInCurrentTransaction (Array <const UndoableAction*>& actionsFound) const;

	/** Returns the number of UndoableAction objects that have been performed during the
		transaction that is currently open.
		@see getActionsInCurrentTransaction
	*/
	int getNumActionsInCurrentTransaction() const;

	/** Returns true if there's at least one action in the list to redo.

		@see getRedoDescription, redo, canUndo
	*/
	bool canRedo() const;

	/** Returns the description of the transaction that would be next to get redone.

		The description returned is the one that was passed into beginNewTransaction
		before the set of actions was performed.

		@see redo
	*/
	const String getRedoDescription() const;

	/** Tries to redo the last transaction that was undone.

		@returns	true if the transaction can be redone, and false if it fails, or
					if there aren't any transactions to redo
	*/
	bool redo();

	juce_UseDebuggingNewOperator

private:

	OwnedArray <OwnedArray <UndoableAction> > transactions;
	StringArray transactionNames;
	String currentTransactionName;
	int totalUnitsStored, maxNumUnitsToKeep, minimumTransactionsToKeep, nextIndex;
	bool newTransaction, reentrancyCheck;

	// disallow copy constructor
	UndoManager (const UndoManager&);
	UndoManager& operator= (const UndoManager&);
};

#endif   // __JUCE_UNDOMANAGER_JUCEHEADER__
/*** End of inlined file: juce_UndoManager.h ***/

/**
	A powerful tree structure that can be used to hold free-form data, and which can
	handle its own undo and redo behaviour.

	A ValueTree contains a list of named properties as var objects, and also holds
	any number of sub-trees.

	Create ValueTree objects on the stack, and don't be afraid to copy them around, as
	they're simply a lightweight reference to a shared data container. Creating a copy
	of another ValueTree simply creates a new reference to the same underlying object - to
	make a separate, deep copy of a tree you should explicitly call createCopy().

	Each ValueTree has a type name, in much the same way as an XmlElement has a tag name,
	and much of the structure of a ValueTree is similar to an XmlElement tree.
	You can convert a ValueTree to and from an XmlElement, and as long as the XML doesn't
	contain text elements, the conversion works well and makes a good serialisation
	format. They can also be serialised to a binary format, which is very fast and compact.

	All the methods that change data take an optional UndoManager, which will be used
	to track any changes to the object. For this to work, you have to be careful to
	consistently always use the same UndoManager for all operations to any node inside
	the tree.

	A ValueTree can only be a child of one parent at a time, so if you're moving one from
	one tree to another, be careful to always remove it first, before adding it. This
	could also mess up your undo/redo chain, so be wary! In a debug build you should hit
	assertions if you try to do anything dangerous, but there are still plenty of ways it
	could go wrong.

	Listeners can be added to a ValueTree to be told when properies change and when
	nodes are added or removed.

	@see var, XmlElement
*/
class JUCE_API  ValueTree
{
public:

	/** Creates an empty, invalid ValueTree.

		A ValueTree that is created with this constructor can't actually be used for anything,
		it's just a default 'null' ValueTree that can be returned to indicate some sort of failure.
		To create a real one, use the constructor that takes a string.

		@see ValueTree::invalid
	*/
	ValueTree() throw();

	/** Creates an empty ValueTree with the given type name.
		Like an XmlElement, each ValueTree node has a type, which you can access with
		getType() and hasType().
	*/
	explicit ValueTree (const Identifier& type);

	/** Creates a reference to another ValueTree. */
	ValueTree (const ValueTree& other);

	/** Makes this object reference another node. */
	ValueTree& operator= (const ValueTree& other);

	/** Destructor. */
	~ValueTree();

	/** Returns true if both this and the other tree node refer to the same underlying structure.
		Note that this isn't a value comparison - two independently-created trees which
		contain identical data are not considered equal.
	*/
	bool operator== (const ValueTree& other) const throw();

	/** Returns true if this and the other node refer to different underlying structures.
		Note that this isn't a value comparison - two independently-created trees which
		contain identical data are not considered equal.
	*/
	bool operator!= (const ValueTree& other) const throw();

	/** Performs a deep comparison between the properties and children of two trees.
		If all the properties and children of the two trees are the same (recursively), this
		returns true.
		The normal operator==() only checks whether two trees refer to the same shared data
		structure, so use this method if you need to do a proper value comparison.
	*/
	bool isEquivalentTo (const ValueTree& other) const;

	/** Returns true if this node refers to some valid data.
		It's hard to create an invalid node, but you might get one returned, e.g. by an out-of-range
		call to getChild().
	*/
	bool isValid() const				{ return object != 0; }

	/** Returns a deep copy of this tree and all its sub-nodes. */
	ValueTree createCopy() const;

	/** Returns the type of this node.
		The type is specified when the ValueTree is created.
		@see hasType
	*/
	const Identifier getType() const;

	/** Returns true if the node has this type.
		The comparison is case-sensitive.
	*/
	bool hasType (const Identifier& typeName) const;

	/** Returns the value of a named property.
		If no such property has been set, this will return a void variant.
		You can also use operator[] to get a property.
		@see var, setProperty, hasProperty
	*/
	const var& getProperty (const Identifier& name) const;

	/** Returns the value of a named property, or a user-specified default if the property doesn't exist.
		If no such property has been set, this will return the value of defaultReturnValue.
		You can also use operator[] and getProperty to get a property.
		@see var, getProperty, setProperty, hasProperty
	*/
	const var getProperty (const Identifier& name, const var& defaultReturnValue) const;

	/** Returns the value of a named property.
		If no such property has been set, this will return a void variant. This is the same as
		calling getProperty().
		@see getProperty
	*/
	const var& operator[] (const Identifier& name) const;

	/** Changes a named property of the node.
		If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
		so that this change can be undone.
		@see var, getProperty, removeProperty
	*/
	void setProperty (const Identifier& name, const var& newValue, UndoManager* undoManager);

	/** Returns true if the node contains a named property. */
	bool hasProperty (const Identifier& name) const;

	/** Removes a property from the node.
		If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
		so that this change can be undone.
	*/
	void removeProperty (const Identifier& name, UndoManager* undoManager);

	/** Removes all properties from the node.
		If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
		so that this change can be undone.
	*/
	void removeAllProperties (UndoManager* undoManager);

	/** Returns the total number of properties that the node contains.
		@see getProperty.
	*/
	int getNumProperties() const;

	/** Returns the identifier of the property with a given index.
		@see getNumProperties
	*/
	const Identifier getPropertyName (int index) const;

	/** Returns a Value object that can be used to control and respond to one of the tree's properties.

		The Value object will maintain a reference to this tree, and will use the undo manager when
		it needs to change the value. Attaching a Value::Listener to the value object will provide
		callbacks whenever the property changes.
	*/
	Value getPropertyAsValue (const Identifier& name, UndoManager* undoManager) const;

	/** Returns the number of child nodes belonging to this one.
		@see getChild
	*/
	int getNumChildren() const;

	/** Returns one of this node's child nodes.
		If the index is out of range, it'll return an invalid node. (See isValid() to find out
		whether a node is valid).
	*/
	ValueTree getChild (int index) const;

	/** Returns the first child node with the speficied type name.
		If no such node is found, it'll return an invalid node. (See isValid() to find out
		whether a node is valid).
		@see getOrCreateChildWithName
	*/
	ValueTree getChildWithName (const Identifier& type) const;

	/** Returns the first child node with the speficied type name, creating and adding
		a child with this name if there wasn't already one there.

		The only time this will return an invalid object is when the object that you're calling
		the method on is itself invalid.
		@see getChildWithName
	*/
	ValueTree getOrCreateChildWithName (const Identifier& type, UndoManager* undoManager);

	/** Looks for the first child node that has the speficied property value.

		This will scan the child nodes in order, until it finds one that has property that matches
		the specified value.

		If no such node is found, it'll return an invalid node. (See isValid() to find out
		whether a node is valid).
	*/
	ValueTree getChildWithProperty (const Identifier& propertyName, const var& propertyValue) const;

	/** Adds a child to this node.

		Make sure that the child is removed from any former parent node before calling this, or
		you'll hit an assertion.

		If the index is < 0 or greater than the current number of child nodes, the new node will
		be added at the end of the list.

		If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
		so that this change can be undone.
	*/
	void addChild (const ValueTree& child, int index, UndoManager* undoManager);

	/** Removes the specified child from this node's child-list.
		If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
		so that this change can be undone.
	*/
	void removeChild (const ValueTree& child, UndoManager* undoManager);

	/** Removes a child from this node's child-list.
		If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
		so that this change can be undone.
	*/
	void removeChild (int childIndex, UndoManager* undoManager);

	/** Removes all child-nodes from this node.
		If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
		so that this change can be undone.
	*/
	void removeAllChildren (UndoManager* undoManager);

	/** Moves one of the children to a different index.

		This will move the child to a specified index, shuffling along any intervening
		items as required. So for example, if you have a list of { 0, 1, 2, 3, 4, 5 }, then
		calling move (2, 4) would result in { 0, 1, 3, 4, 2, 5 }.

		@param currentIndex	 the index of the item to be moved. If this isn't a
								valid index, then nothing will be done
		@param newIndex	 the index at which you'd like this item to end up. If this
								is less than zero, the value will be moved to the end
								of the list
		@param undoManager	  the optional UndoManager to use to store this transaction
	*/
	void moveChild (int currentIndex, int newIndex, UndoManager* undoManager);

	/** Returns true if this node is anywhere below the specified parent node.
		This returns true if the node is a child-of-a-child, as well as a direct child.
	*/
	bool isAChildOf (const ValueTree& possibleParent) const;

	/** Returns the index of a child item in this parent.
		If the child isn't found, this returns -1.
	*/
	int indexOf (const ValueTree& child) const;

	/** Returns the parent node that contains this one.
		If the node has no parent, this will return an invalid node. (See isValid() to find out
		whether a node is valid).
	*/
	ValueTree getParent() const;

	/** Returns one of this node's siblings in its parent's child list.

		The delta specifies how far to move through the list, so a value of 1 would return the node
		that follows this one, -1 would return the node before it, 0 will return this node itself, etc.
		If the requested position is beyond the range of available nodes, this will return ValueTree::invalid.
	*/
	ValueTree getSibling (int delta) const;

	/** Creates an XmlElement that holds a complete image of this node and all its children.

		If this node is invalid, this may return 0. Otherwise, the XML that is produced can
		be used to recreate a similar node by calling fromXml()
		@see fromXml
	*/
	XmlElement* createXml() const;

	/** Tries to recreate a node from its XML representation.

		This isn't designed to cope with random XML data - for a sensible result, it should only
		be fed XML that was created by the createXml() method.
	*/
	static ValueTree fromXml (const XmlElement& xml);

	/** Stores this tree (and all its children) in a binary format.

		Once written, the data can be read back with readFromStream().

		It's much faster to load/save your tree in binary form than as XML, but
		obviously isn't human-readable.
	*/
	void writeToStream (OutputStream& output);

	/** Reloads a tree from a stream that was written with writeToStream(). */
	static ValueTree readFromStream (InputStream& input);

	/** Reloads a tree from a data block that was written with writeToStream(). */
	static ValueTree readFromData (const void* data, size_t numBytes);

	/** Listener class for events that happen to a ValueTree.

		To get events from a ValueTree, make your class implement this interface, and use
		ValueTree::addListener() and ValueTree::removeListener() to register it.
	*/
	class JUCE_API  Listener
	{
	public:
		/** Destructor. */
		virtual ~Listener() {}

		/** This method is called when a property of this node (or of one of its sub-nodes) has
			changed.

			The tree parameter indicates which tree has had its property changed, and the property
			parameter indicates the property.

			Note that when you register a listener to a tree, it will receive this callback for
			property changes in that tree, and also for any of its children, (recursively, at any depth).
			If your tree has sub-trees but you only want to know about changes to the top level tree,
			simply check the tree parameter in this callback to make sure it's the tree you're interested in.
		*/
		virtual void valueTreePropertyChanged (ValueTree& treeWhosePropertyHasChanged,
											   const Identifier& property) = 0;

		/** This method is called when a child sub-tree is added or removed.

			The tree parameter indicates the tree whose child was added or removed.

			Note that when you register a listener to a tree, it will receive this callback for
			child changes in that tree, and also in any of its children, (recursively, at any depth).
			If your tree has sub-trees but you only want to know about changes to the top level tree,
			simply check the tree parameter in this callback to make sure it's the tree you're interested in.
		*/
		virtual void valueTreeChildrenChanged (ValueTree& treeWhoseChildHasChanged) = 0;

		/** This method is called when a tree has been added or removed from a parent node.

			This callback happens when the tree to which the listener was registered is added or
			removed from a parent. Unlike the other callbacks, it applies only to the tree to which
			the listener is registered, and not to any of its children.
		*/
		virtual void valueTreeParentChanged (ValueTree& treeWhoseParentHasChanged) = 0;
	};

	/** Adds a listener to receive callbacks when this node is changed.

		The listener is added to this specific ValueTree object, and not to the shared
		object that it refers to. When this object is deleted, all the listeners will
		be lost, even if other references to the same ValueTree still exist. And if you
		use the operator= to make this refer to a different ValueTree, any listeners will
		begin listening to changes to the new tree instead of the old one.

		When you're adding a listener, make sure that you add it to a ValueTree instance that
		will last for as long as you need the listener. In general, you'd never want to add a
		listener to a local stack-based ValueTree, and would usually add one to a member variable.

		@see removeListener
	*/
	void addListener (Listener* listener);

	/** Removes a listener that was previously added with addListener(). */
	void removeListener (Listener* listener);

	/** This method uses a comparator object to sort the tree's children into order.

		The object provided must have a method of the form:
		@code
		int compareElements (const ValueTree& first, const ValueTree& second);
		@endcode

		..and this method must return:
		  - a value of < 0 if the first comes before the second
		  - a value of 0 if the two objects are equivalent
		  - a value of > 0 if the second comes before the first

		To improve performance, the compareElements() method can be declared as static or const.

		@param comparator   the comparator to use for comparing elements.
		@param undoManager  optional UndoManager for storing the changes
		@param retainOrderOfEquivalentItems	 if this is true, then items which the comparator says are
							equivalent will be kept in the order in which they currently appear in the array.
							This is slower to perform, but may be important in some cases. If it's false, a
							faster algorithm is used, but equivalent elements may be rearranged.
	*/
	template <typename ElementComparator>
	void sort (ElementComparator& comparator, UndoManager* undoManager, bool retainOrderOfEquivalentItems)
	{
		if (object != 0)
		{
			ReferenceCountedArray <SharedObject> sortedList (object->children);
			ComparatorAdapter <ElementComparator> adapter (comparator);
			sortedList.sort (adapter, retainOrderOfEquivalentItems);
			object->reorderChildren (sortedList, undoManager);
		}
	}

	/** An invalid ValueTree that can be used if you need to return one as an error condition, etc.
		This invalid object is equivalent to ValueTree created with its default constructor.
	*/
	static const ValueTree invalid;

	juce_UseDebuggingNewOperator

private:
	class SetPropertyAction;
	friend class SetPropertyAction;
	class AddOrRemoveChildAction;
	friend class AddOrRemoveChildAction;
	class MoveChildAction;
	friend class MoveChildAction;

	class JUCE_API  SharedObject	: public ReferenceCountedObject
	{
	public:
		explicit SharedObject (const Identifier& type);
		SharedObject (const SharedObject& other);
		~SharedObject();

		const Identifier type;
		NamedValueSet properties;
		ReferenceCountedArray <SharedObject> children;
		SortedSet <ValueTree*> valueTreesWithListeners;
		SharedObject* parent;

		void sendPropertyChangeMessage (const Identifier& property);
		void sendPropertyChangeMessage (ValueTree& tree, const Identifier& property);
		void sendChildChangeMessage();
		void sendChildChangeMessage (ValueTree& tree);
		void sendParentChangeMessage();
		const var& getProperty (const Identifier& name) const;
		const var getProperty (const Identifier& name, const var& defaultReturnValue) const;
		void setProperty (const Identifier& name, const var& newValue, UndoManager*);
		bool hasProperty (const Identifier& name) const;
		void removeProperty (const Identifier& name, UndoManager*);
		void removeAllProperties (UndoManager*);
		bool isAChildOf (const SharedObject* possibleParent) const;
		int indexOf (const ValueTree& child) const;
		ValueTree getChildWithName (const Identifier& type) const;
		ValueTree getOrCreateChildWithName (const Identifier& type, UndoManager* undoManager);
		ValueTree getChildWithProperty (const Identifier& propertyName, const var& propertyValue) const;
		void addChild (SharedObject* child, int index, UndoManager*);
		void removeChild (int childIndex, UndoManager*);
		void removeAllChildren (UndoManager*);
		void moveChild (int currentIndex, int newIndex, UndoManager*);
		void reorderChildren (const ReferenceCountedArray <SharedObject>& newOrder, UndoManager*);
		bool isEquivalentTo (const SharedObject& other) const;
		XmlElement* createXml() const;

		juce_UseDebuggingNewOperator

	private:
		SharedObject& operator= (const SharedObject&);
	};

	template <typename ElementComparator>
	class ComparatorAdapter
	{
	public:
		ComparatorAdapter (ElementComparator& comparator_) throw()  : comparator (comparator_) {}

		int compareElements (SharedObject* const first, SharedObject* const second)
		{
			return comparator.compareElements (ValueTree (first), ValueTree (second));
		}

	private:
		ElementComparator& comparator;

		ComparatorAdapter (const ComparatorAdapter&);
		ComparatorAdapter& operator= (const ComparatorAdapter&);
	};

	friend class SharedObject;
	typedef ReferenceCountedObjectPtr <SharedObject> SharedObjectPtr;

	SharedObjectPtr object;
	ListenerList <Listener> listeners;

#if JUCE_MSVC && ! DOXYGEN
 public:  // (workaround for VC6)
#endif
	explicit ValueTree (SharedObject*);
};

#endif   // __JUCE_VALUETREE_JUCEHEADER__
/*** End of inlined file: juce_ValueTree.h ***/


#endif
#ifndef __JUCE_VARIANT_JUCEHEADER__

#endif
#ifndef __JUCE_ATOMIC_JUCEHEADER__

#endif
#ifndef __JUCE_BYTEORDER_JUCEHEADER__

#endif
#ifndef __JUCE_FILELOGGER_JUCEHEADER__

/*** Start of inlined file: juce_FileLogger.h ***/
#ifndef __JUCE_FILELOGGER_JUCEHEADER__
#define __JUCE_FILELOGGER_JUCEHEADER__

/**
	A simple implemenation of a Logger that writes to a file.

	@see Logger
*/
class JUCE_API  FileLogger  : public Logger
{
public:

	/** Creates a FileLogger for a given file.

		@param fileToWriteTo	the file that to use - new messages will be appended
								to the file. If the file doesn't exist, it will be created,
								along with any parent directories that are needed.
		@param welcomeMessage   when opened, the logger will write a header to the log, along
								with the current date and time, and this welcome message
		@param maxInitialFileSizeBytes  if this is zero or greater, then if the file already exists
								but is larger than this number of bytes, then the start of the
								file will be truncated to keep the size down. This prevents a log
								file getting ridiculously large over time. The file will be truncated
								at a new-line boundary. If this value is less than zero, no size limit
								will be imposed; if it's zero, the file will always be deleted. Note that
								the size is only checked once when this object is created - any logging
								that is done later will be appended without any checking
	*/
	FileLogger (const File& fileToWriteTo,
				const String& welcomeMessage,
				const int maxInitialFileSizeBytes = 128 * 1024);

	/** Destructor. */
	~FileLogger();

	void logMessage (const String& message);

	const File getLogFile() const		   { return logFile; }

	/** Helper function to create a log file in the correct place for this platform.

		On Windows this will return a logger with a path such as:
		c:\\Documents and Settings\\username\\Application Data\\[logFileSubDirectoryName]\\[logFileName]

		On the Mac it'll create something like:
		~/Library/Logs/[logFileName]

		The method might return 0 if the file can't be created for some reason.

		@param logFileSubDirectoryName	  if a subdirectory is needed, this is what it will be called -
											it's best to use the something like the name of your application here.
		@param logFileName                  the name of the file to create, e.g. "MyAppLog.txt". Don't just
											call it "log.txt" because if it goes in a directory with logs
											from other applications (as it will do on the Mac) then no-one
											will know which one is yours!
		@param welcomeMessage		   a message that will be written to the log when it's opened.
		@param maxInitialFileSizeBytes	  (see the FileLogger constructor for more info on this)
	*/
	static FileLogger* createDefaultAppLogger (const String& logFileSubDirectoryName,
											   const String& logFileName,
											   const String& welcomeMessage,
											   const int maxInitialFileSizeBytes = 128 * 1024);

	juce_UseDebuggingNewOperator

private:
	File logFile;
	CriticalSection logLock;

	void trimFileSize (int maxFileSizeBytes) const;

	FileLogger (const FileLogger&);
	FileLogger& operator= (const FileLogger&);
};

#endif   // __JUCE_FILELOGGER_JUCEHEADER__
/*** End of inlined file: juce_FileLogger.h ***/


#endif
#ifndef __JUCE_INITIALISATION_JUCEHEADER__

/*** Start of inlined file: juce_Initialisation.h ***/
#ifndef __JUCE_INITIALISATION_JUCEHEADER__
#define __JUCE_INITIALISATION_JUCEHEADER__

/** Initialises Juce's GUI classes.

	If you're embedding Juce into an application that uses its own event-loop rather
	than using the START_JUCE_APPLICATION macro, call this function before making any
	Juce calls, to make sure things are initialised correctly.

	Note that if you're creating a Juce DLL for Windows, you may also need to call the
	PlatformUtilities::setCurrentModuleInstanceHandle() method.

	@see shutdownJuce_GUI(), initialiseJuce_NonGUI()
*/
JUCE_API void JUCE_CALLTYPE  initialiseJuce_GUI();

/** Clears up any static data being used by Juce's GUI classes.

	If you're embedding Juce into an application that uses its own event-loop rather
	than using the START_JUCE_APPLICATION macro, call this function in your shutdown
	code to clean up any juce objects that might be lying around.

	@see initialiseJuce_GUI(), initialiseJuce_NonGUI()
*/
JUCE_API void JUCE_CALLTYPE  shutdownJuce_GUI();

/** Initialises the core parts of Juce.

	If you're embedding Juce into either a command-line program, call this function
	at the start of your main() function to make sure that Juce is initialised correctly.

	Note that if you're creating a Juce DLL for Windows, you may also need to call the
	PlatformUtilities::setCurrentModuleInstanceHandle() method.

	@see shutdownJuce_NonGUI, initialiseJuce_GUI
*/
JUCE_API void JUCE_CALLTYPE  initialiseJuce_NonGUI();

/** Clears up any static data being used by Juce's non-gui core classes.

	If you're embedding Juce into either a command-line program, call this function
	at the end of your main() function if you want to make sure any Juce objects are
	cleaned up correctly.

	@see initialiseJuce_NonGUI, initialiseJuce_GUI
*/
JUCE_API void JUCE_CALLTYPE  shutdownJuce_NonGUI();

/** A utility object that helps you initialise and shutdown Juce correctly
	using an RAII pattern.

	When an instance of this class is created, it calls initialiseJuce_NonGUI(),
	and when it's deleted, it calls shutdownJuce_NonGUI(), which lets you easily
	make sure that these functions are matched correctly.

	This class is particularly handy to use at the beginning of a console app's
	main() function, because it'll take care of shutting down whenever you return
	from the main() call.

	@see ScopedJuceInitialiser_GUI
*/
class ScopedJuceInitialiser_NonGUI
{
public:
	/** The constructor simply calls initialiseJuce_NonGUI(). */
	ScopedJuceInitialiser_NonGUI()	  { initialiseJuce_NonGUI(); }

	/** The destructor simply calls shutdownJuce_NonGUI(). */
	~ScopedJuceInitialiser_NonGUI()	 { shutdownJuce_NonGUI(); }
};

/** A utility object that helps you initialise and shutdown Juce correctly
	using an RAII pattern.

	When an instance of this class is created, it calls initialiseJuce_GUI(),
	and when it's deleted, it calls shutdownJuce_GUI(), which lets you easily
	make sure that these functions are matched correctly.

	This class is particularly handy to use at the beginning of a console app's
	main() function, because it'll take care of shutting down whenever you return
	from the main() call.

	@see ScopedJuceInitialiser_NonGUI
*/
class ScopedJuceInitialiser_GUI
{
public:
	/** The constructor simply calls initialiseJuce_GUI(). */
	ScopedJuceInitialiser_GUI()	 { initialiseJuce_GUI(); }

	/** The destructor simply calls shutdownJuce_GUI(). */
	~ScopedJuceInitialiser_GUI()	{ shutdownJuce_GUI(); }
};

/*
	To start a JUCE app, use this macro: START_JUCE_APPLICATION (AppSubClass) where
	AppSubClass is the name of a class derived from JUCEApplication.

	See the JUCEApplication class documentation (juce_Application.h) for more details.

*/
#if defined (JUCE_GCC) || defined (__MWERKS__)

  #define START_JUCE_APPLICATION(AppClass) \
	static JUCE_NAMESPACE::JUCEApplication* juce_CreateApplication() { return new AppClass(); } \
	int main (int argc, char* argv[]) \
	{ \
		JUCE_NAMESPACE::JUCEApplication::createInstance = &juce_CreateApplication; \
		return JUCE_NAMESPACE::JUCEApplication::main (argc, (const char**) argv); \
	}

#elif JUCE_WINDOWS

  #ifdef _CONSOLE
	#define START_JUCE_APPLICATION(AppClass) \
		static JUCE_NAMESPACE::JUCEApplication* juce_CreateApplication() { return new AppClass(); } \
		int main (int, char* argv[]) \
		{ \
			JUCE_NAMESPACE::JUCEApplication::createInstance = &juce_CreateApplication; \
			return JUCE_NAMESPACE::JUCEApplication::main (JUCE_NAMESPACE::PlatformUtilities::getCurrentCommandLineParams()); \
		}
  #elif ! defined (_AFXDLL)
	#ifdef _WINDOWS_
	  #define START_JUCE_APPLICATION(AppClass) \
		  static JUCE_NAMESPACE::JUCEApplication* juce_CreateApplication() { return new AppClass(); } \
		  int WINAPI WinMain (HINSTANCE, HINSTANCE, LPSTR, int) \
		  { \
			  JUCE_NAMESPACE::JUCEApplication::createInstance = &juce_CreateApplication; \
			  return JUCE_NAMESPACE::JUCEApplication::main (JUCE_NAMESPACE::PlatformUtilities::getCurrentCommandLineParams()); \
		  }
	#else
	  #define START_JUCE_APPLICATION(AppClass) \
		  static JUCE_NAMESPACE::JUCEApplication* juce_CreateApplication() { return new AppClass(); } \
		  int __stdcall WinMain (int, int, const char*, int) \
		  { \
			  JUCE_NAMESPACE::JUCEApplication::createInstance = &juce_CreateApplication; \
			  return JUCE_NAMESPACE::JUCEApplication::main (JUCE_NAMESPACE::PlatformUtilities::getCurrentCommandLineParams()); \
		  }
	#endif
  #endif

#endif

#endif   // __JUCE_INITIALISATION_JUCEHEADER__
/*** End of inlined file: juce_Initialisation.h ***/


#endif
#ifndef __JUCE_LOGGER_JUCEHEADER__

#endif
#ifndef __JUCE_MATHSFUNCTIONS_JUCEHEADER__

#endif
#ifndef __JUCE_MEMORY_JUCEHEADER__

#endif
#ifndef __JUCE_PERFORMANCECOUNTER_JUCEHEADER__

/*** Start of inlined file: juce_PerformanceCounter.h ***/
#ifndef __JUCE_PERFORMANCECOUNTER_JUCEHEADER__
#define __JUCE_PERFORMANCECOUNTER_JUCEHEADER__

/** A timer for measuring performance of code and dumping the results to a file.

	e.g. @code

		PerformanceCounter pc ("fish", 50, "/temp/myfishlog.txt");

		for (;;)
		{
			pc.start();

			doSomethingFishy();

			pc.stop();
		}
	@endcode

	In this example, the time of each period between calling start/stop will be
	measured and averaged over 50 runs, and the results printed to a file
	every 50 times round the loop.
*/
class JUCE_API  PerformanceCounter
{
public:

	/** Creates a PerformanceCounter object.

		@param counterName	  the name used when printing out the statistics
		@param runsPerPrintout  the number of start/stop iterations before calling
								printStatistics()
		@param loggingFile	  a file to dump the results to - if this is File::nonexistent,
								the results are just written to the debugger output
	*/
	PerformanceCounter (const String& counterName,
						int runsPerPrintout = 100,
						const File& loggingFile = File::nonexistent);

	/** Destructor. */
	~PerformanceCounter();

	/** Starts timing.

		@see stop
	*/
	void start();

	/** Stops timing and prints out the results.

		The number of iterations before doing a printout of the
		results is set in the constructor.

		@see start
	*/
	void stop();

	/** Dumps the current metrics to the debugger output and to a file.

		As well as using Logger::outputDebugString to print the results,
		this will write then to the file specified in the constructor (if
		this was valid).
	*/
	void printStatistics();

	juce_UseDebuggingNewOperator

private:

	String name;
	int numRuns, runsPerPrint;
	double totalTime;
	int64 started;
	File outputFile;
};

#endif   // __JUCE_PERFORMANCECOUNTER_JUCEHEADER__
/*** End of inlined file: juce_PerformanceCounter.h ***/


#endif
#ifndef __JUCE_PLATFORMDEFS_JUCEHEADER__

#endif
#ifndef __JUCE_PLATFORMUTILITIES_JUCEHEADER__

/*** Start of inlined file: juce_PlatformUtilities.h ***/
#ifndef __JUCE_PLATFORMUTILITIES_JUCEHEADER__
#define __JUCE_PLATFORMUTILITIES_JUCEHEADER__

/**
	A collection of miscellaneous platform-specific utilities.

*/
class JUCE_API  PlatformUtilities
{
public:

	/** Plays the operating system's default alert 'beep' sound. */
	static void beep();

	/** Tries to launch the system's default reader for a given file or URL. */
	static bool openDocument (const String& documentURL, const String& parameters);

	/** Tries to launch the system's default email app to let the user create an email.
	*/
	static bool launchEmailWithAttachments (const String& targetEmailAddress,
											const String& emailSubject,
											const String& bodyText,
											const StringArray& filesToAttach);

#if JUCE_MAC || JUCE_IOS || DOXYGEN

	/** MAC ONLY - Turns a Core CF String into a juce one. */
	static const String cfStringToJuceString (CFStringRef cfString);

	/** MAC ONLY - Turns a juce string into a Core CF one. */
	static CFStringRef juceStringToCFString (const String& s);

	/** MAC ONLY - Turns a file path into an FSRef, returning true if it succeeds. */
	static bool makeFSRefFromPath (FSRef* destFSRef, const String& path);

	/** MAC ONLY - Turns an FSRef into a juce string path. */
	static const String makePathFromFSRef (FSRef* file);

	/** MAC ONLY - Converts any decomposed unicode characters in a string into
		their precomposed equivalents.
	*/
	static const String convertToPrecomposedUnicode (const String& s);

	/** MAC ONLY - Gets the type of a file from the file's resources. */
	static OSType getTypeOfFile (const String& filename);

	/** MAC ONLY - Returns true if this file is actually a bundle. */
	static bool isBundle (const String& filename);

	/** MAC ONLY - Adds an item to the dock */
	static void addItemToDock (const File& file);

	/** MAC ONLY - Returns the current OS version number.
		E.g. if it's running on 10.4, this will be 4, 10.5 will return 5, etc.
	*/
	static int getOSXMinorVersionNumber();
#endif

#if JUCE_WINDOWS || DOXYGEN

	// Some registry helper functions:

	/** WIN32 ONLY - Returns a string from the registry.

		The path is a string for the entire path of a value in the registry,
		e.g. "HKEY_CURRENT_USER\Software\foo\bar"
	*/
	static const String getRegistryValue (const String& regValuePath,
										  const String& defaultValue = String::empty);

	/** WIN32 ONLY - Sets a registry value as a string.

		This will take care of creating any groups needed to get to the given
		registry value.
	*/
	static void setRegistryValue (const String& regValuePath,
								  const String& value);

	/** WIN32 ONLY - Returns true if the given value exists in the registry. */
	static bool registryValueExists (const String& regValuePath);

	/** WIN32 ONLY - Deletes a registry value. */
	static void deleteRegistryValue (const String& regValuePath);

	/** WIN32 ONLY - Deletes a registry key (which is registry-talk for 'folder'). */
	static void deleteRegistryKey (const String& regKeyPath);

	/** WIN32 ONLY - Creates a file association in the registry.

		This lets you set the exe that should be launched by a given file extension.
		@param fileExtension	the file extension to associate, including the
									initial dot, e.g. ".txt"
		@param symbolicDescription  a space-free short token to identify the file type
		@param fullDescription	  a human-readable description of the file type
		@param targetExecutable	 the executable that should be launched
		@param iconResourceNumber   the icon that gets displayed for the file type will be
									found by looking up this resource number in the
									executable. Pass 0 here to not use an icon
	*/
	static void registerFileAssociation (const String& fileExtension,
										 const String& symbolicDescription,
										 const String& fullDescription,
										 const File& targetExecutable,
										 int iconResourceNumber);

	/** WIN32 ONLY - This returns the HINSTANCE of the current module.

		In a normal Juce application this will be set to the module handle
		of the application executable.

		If you're writing a DLL using Juce and plan to use any Juce messaging or
		windows, you'll need to make sure you use the setCurrentModuleInstanceHandle()
		to set the correct module handle in your DllMain() function, because
		the win32 system relies on the correct instance handle when opening windows.
	*/
	static void* JUCE_CALLTYPE getCurrentModuleInstanceHandle() throw();

	/** WIN32 ONLY - Sets a new module handle to be used by the library.

		@see getCurrentModuleInstanceHandle()
	*/
	static void JUCE_CALLTYPE setCurrentModuleInstanceHandle (void* newHandle) throw();

	/** WIN32 ONLY - Gets the command-line params as a string.

		This is needed to avoid unicode problems with the argc type params.
	*/
	static const String JUCE_CALLTYPE getCurrentCommandLineParams();
#endif

	/** Clears the floating point unit's flags.

		Only has an effect under win32, currently.
	*/
	static void fpuReset();

#if JUCE_LINUX || JUCE_WINDOWS

	/** Loads a dynamically-linked library into the process's address space.

		@param pathOrFilename   the platform-dependent name and search path
		@returns		a handle which can be used by getProcedureEntryPoint(), or
								zero if it fails.
		@see freeDynamicLibrary, getProcedureEntryPoint
	*/
	static void* loadDynamicLibrary (const String& pathOrFilename);

	/** Frees a dynamically-linked library.

		@param libraryHandle   a handle created by loadDynamicLibrary
		@see loadDynamicLibrary, getProcedureEntryPoint
	*/
	static void freeDynamicLibrary (void* libraryHandle);

	/** Finds a procedure call in a dynamically-linked library.

		@param libraryHandle	a library handle returned by loadDynamicLibrary
		@param procedureName	the name of the procedure call to try to load
		@returns		a pointer to the function if found, or 0 if it fails
		@see loadDynamicLibrary
	*/
	static void* getProcedureEntryPoint (void* libraryHandle,
										 const String& procedureName);
#endif

private:
	PlatformUtilities();
	PlatformUtilities (const PlatformUtilities&);
	PlatformUtilities& operator= (const PlatformUtilities&);
};

#if JUCE_MAC || JUCE_IOS

/** A handy C++ wrapper that creates and deletes an NSAutoreleasePool object
	using RAII.
*/
class ScopedAutoReleasePool
{
public:
	ScopedAutoReleasePool();
	~ScopedAutoReleasePool();

private:
	void* pool;

	ScopedAutoReleasePool (const ScopedAutoReleasePool&);
	ScopedAutoReleasePool& operator= (const ScopedAutoReleasePool&);
};

#define JUCE_AUTORELEASEPOOL  const JUCE_NAMESPACE::ScopedAutoReleasePool pool;

#else

#define JUCE_AUTORELEASEPOOL

#endif

#if JUCE_LINUX

/** A handy class that uses XLockDisplay and XUnlockDisplay to lock the X server
	using an RAII approach.
*/
class ScopedXLock
{
public:
	/** Creating a ScopedXLock object locks the X display.
		This uses XLockDisplay() to grab the display that Juce is using.
	*/
	ScopedXLock();

	/** Deleting a ScopedXLock object unlocks the X display.
		This calls XUnlockDisplay() to release the lock.
	*/
	~ScopedXLock();
};

#endif

#if JUCE_MAC

/**
	A wrapper class for picking up events from an Apple IR remote control device.

	To use it, just create a subclass of this class, implementing the buttonPressed()
	callback, then call start() and stop() to start or stop receiving events.
*/
class JUCE_API  AppleRemoteDevice
{
public:

	AppleRemoteDevice();
	virtual ~AppleRemoteDevice();

	/** The set of buttons that may be pressed.
		@see buttonPressed
	*/
	enum ButtonType
	{
		menuButton = 0,	 /**< The menu button (if it's held for a short time). */
		playButton,	 /**< The play button. */
		plusButton,	 /**< The plus or volume-up button. */
		minusButton,	/**< The minus or volume-down button. */
		rightButton,	/**< The right button (if it's held for a short time). */
		leftButton,	 /**< The left button (if it's held for a short time). */
		rightButton_Long,   /**< The right button (if it's held for a long time). */
		leftButton_Long,	/**< The menu button (if it's held for a long time). */
		menuButton_Long,	/**< The menu button (if it's held for a long time). */
		playButtonSleepMode,
		switched
	};

	/** Override this method to receive the callback about a button press.

		The callback will happen on the application's message thread.

		Some buttons trigger matching up and down events, in which the isDown parameter
		will be true and then false. Others only send a single event when the
		button is pressed.
	*/
	virtual void buttonPressed (ButtonType buttonId, bool isDown) = 0;

	/** Starts the device running and responding to events.

		Returns true if it managed to open the device.

		@param inExclusiveMode  if true, the remote will be grabbed exclusively for this app,
								and will not be available to any other part of the system. If
								false, it will be shared with other apps.
		@see stop
	*/
	bool start (bool inExclusiveMode);

	/** Stops the device running.
		@see start
	*/
	void stop();

	/** Returns true if the device has been started successfully.
	*/
	bool isActive() const;

	/** Returns the ID number of the remote, if it has sent one.
	*/
	int getRemoteId() const			 { return remoteId; }

	juce_UseDebuggingNewOperator

	/** @internal */
	void handleCallbackInternal();

private:
	void* device;
	void* queue;
	int remoteId;

	bool open (bool openInExclusiveMode);

	AppleRemoteDevice (const AppleRemoteDevice&);
	AppleRemoteDevice& operator= (const AppleRemoteDevice&);
};

#endif

#endif   // __JUCE_PLATFORMUTILITIES_JUCEHEADER__
/*** End of inlined file: juce_PlatformUtilities.h ***/


#endif
#ifndef __JUCE_RANDOM_JUCEHEADER__

/*** Start of inlined file: juce_Random.h ***/
#ifndef __JUCE_RANDOM_JUCEHEADER__
#define __JUCE_RANDOM_JUCEHEADER__

/**
	A simple pseudo-random number generator.
*/
class JUCE_API  Random
{
public:

	/** Creates a Random object based on a seed value.

		For a given seed value, the subsequent numbers generated by this object
		will be predictable, so a good idea is to set this value based
		on the time, e.g.

		new Random (Time::currentTimeMillis())
	*/
	explicit Random (int64 seedValue) throw();

	/** Destructor. */
	~Random() throw();

	/** Returns the next random 32 bit integer.

		@returns a random integer from the full range 0x80000000 to 0x7fffffff
	*/
	int nextInt() throw();

	/** Returns the next random number, limited to a given range.

		@returns a random integer between 0 (inclusive) and maxValue (exclusive).
	*/
	int nextInt (int maxValue) throw();

	/** Returns the next 64-bit random number.

		@returns a random integer from the full range 0x8000000000000000 to 0x7fffffffffffffff
	*/
	int64 nextInt64() throw();

	/** Returns the next random floating-point number.

		@returns a random value in the range 0 to 1.0
	*/
	float nextFloat() throw();

	/** Returns the next random floating-point number.

		@returns a random value in the range 0 to 1.0
	*/
	double nextDouble() throw();

	/** Returns the next random boolean value.
	*/
	bool nextBool() throw();

	/** Returns a BigInteger containing a random number.

		@returns a random value in the range 0 to (maximumValue - 1).
	*/
	const BigInteger nextLargeNumber (const BigInteger& maximumValue);

	/** Sets a range of bits in a BigInteger to random values. */
	void fillBitsRandomly (BigInteger& arrayToChange, int startBit, int numBits);

	/** To avoid the overhead of having to create a new Random object whenever
		you need a number, this is a shared application-wide object that
		can be used.

		It's not thread-safe though, so threads should use their own Random object.
	*/
	static Random& getSystemRandom() throw();

	/** Resets this Random object to a given seed value. */
	void setSeed (int64 newSeed) throw();

	/** Merges this object's seed with another value.
		This sets the seed to be a value created by combining the current seed and this
		new value.
	*/
	void combineSeed (int64 seedValue) throw();

	/** Reseeds this generator using a value generated from various semi-random system
		properties like the current time, etc.

		Because this function convolves the time with the last seed value, calling
		it repeatedly will increase the randomness of the final result.
	*/
	void setSeedRandomly();

	juce_UseDebuggingNewOperator

private:
	int64 seed;
};

#endif   // __JUCE_RANDOM_JUCEHEADER__
/*** End of inlined file: juce_Random.h ***/


#endif
#ifndef __JUCE_RELATIVETIME_JUCEHEADER__

#endif
#ifndef __JUCE_SINGLETON_JUCEHEADER__

/*** Start of inlined file: juce_Singleton.h ***/
#ifndef __JUCE_SINGLETON_JUCEHEADER__
#define __JUCE_SINGLETON_JUCEHEADER__

/**
	Macro to declare member variables and methods for a singleton class.

	To use this, add the line juce_DeclareSingleton (MyClass, doNotRecreateAfterDeletion)
	to the class's definition.

	Then put a macro juce_ImplementSingleton (MyClass) along with the class's
	implementation code.

	It's also a very good idea to also add the call clearSingletonInstance() in your class's
	destructor, in case it is deleted by other means than deleteInstance()

	Clients can then call the static method MyClass::getInstance() to get a pointer
	to the singleton, or MyClass::getInstanceWithoutCreating() which will return 0 if
	no instance currently exists.

	e.g. @code

		class MySingleton
		{
		public:
			MySingleton()
			{
			}

			~MySingleton()
			{
				// this ensures that no dangling pointers are left when the
				// singleton is deleted.
				clearSingletonInstance();
			}

			juce_DeclareSingleton (MySingleton, false)
		};

		juce_ImplementSingleton (MySingleton)

		// example of usage:
		MySingleton* m = MySingleton::getInstance(); // creates the singleton if there isn't already one.

		...

		MySingleton::deleteInstance(); // safely deletes the singleton (if it's been created).

	@endcode

	If doNotRecreateAfterDeletion = true, it won't allow the object to be created more
	than once during the process's lifetime - i.e. after you've created and deleted the
	object, getInstance() will refuse to create another one. This can be useful to stop
	objects being accidentally re-created during your app's shutdown code.

	If you know that your object will only be created and deleted by a single thread, you
	can use the slightly more efficient juce_DeclareSingleton_SingleThreaded() macro instead
	of this one.

	@see juce_ImplementSingleton, juce_DeclareSingleton_SingleThreaded
*/
#define juce_DeclareSingleton(classname, doNotRecreateAfterDeletion) \
\
	static classname* _singletonInstance;  \
	static JUCE_NAMESPACE::CriticalSection _singletonLock; \
\
	static classname* JUCE_CALLTYPE getInstance() \
	{ \
		if (_singletonInstance == 0) \
		{\
			const JUCE_NAMESPACE::ScopedLock sl (_singletonLock); \
\
			if (_singletonInstance == 0) \
			{ \
				static bool alreadyInside = false; \
				static bool createdOnceAlready = false; \
\
				const bool problem = alreadyInside || ((doNotRecreateAfterDeletion) && createdOnceAlready); \
				jassert (! problem); \
				if (! problem) \
				{ \
					createdOnceAlready = true; \
					alreadyInside = true; \
					classname* newObject = new classname();  /* (use a stack variable to avoid setting the newObject value before the class has finished its constructor) */ \
					alreadyInside = false; \
\
					_singletonInstance = newObject; \
				} \
			} \
		} \
\
		return _singletonInstance; \
	} \
\
	static inline classname* JUCE_CALLTYPE getInstanceWithoutCreating() throw() \
	{ \
		return _singletonInstance; \
	} \
\
	static void JUCE_CALLTYPE deleteInstance() \
	{ \
		const JUCE_NAMESPACE::ScopedLock sl (_singletonLock); \
		if (_singletonInstance != 0) \
		{ \
			classname* const old = _singletonInstance; \
			_singletonInstance = 0; \
			delete old; \
		} \
	} \
\
	void clearSingletonInstance() throw() \
	{ \
		if (_singletonInstance == this) \
			_singletonInstance = 0; \
	}

/** This is a counterpart to the juce_DeclareSingleton macro.

	After adding the juce_DeclareSingleton to the class definition, this macro has
	to be used in the cpp file.
*/
#define juce_ImplementSingleton(classname) \
\
	classname* classname::_singletonInstance = 0; \
	JUCE_NAMESPACE::CriticalSection classname::_singletonLock;

/**
	Macro to declare member variables and methods for a singleton class.

	This is exactly the same as juce_DeclareSingleton, but doesn't use a critical
	section to make access to it thread-safe. If you know that your object will
	only ever be created or deleted by a single thread, then this is a
	more efficient version to use.

	If doNotRecreateAfterDeletion = true, it won't allow the object to be created more
	than once during the process's lifetime - i.e. after you've created and deleted the
	object, getInstance() will refuse to create another one. This can be useful to stop
	objects being accidentally re-created during your app's shutdown code.

	See the documentation for juce_DeclareSingleton for more information about
	how to use it, the only difference being that you have to use
	juce_ImplementSingleton_SingleThreaded instead of juce_ImplementSingleton.

	@see juce_ImplementSingleton_SingleThreaded, juce_DeclareSingleton, juce_DeclareSingleton_SingleThreaded_Minimal
*/
#define juce_DeclareSingleton_SingleThreaded(classname, doNotRecreateAfterDeletion) \
\
	static classname* _singletonInstance;  \
\
	static classname* getInstance() \
	{ \
		if (_singletonInstance == 0) \
		{ \
			static bool alreadyInside = false; \
			static bool createdOnceAlready = false; \
\
			const bool problem = alreadyInside || ((doNotRecreateAfterDeletion) && createdOnceAlready); \
			jassert (! problem); \
			if (! problem) \
			{ \
				createdOnceAlready = true; \
				alreadyInside = true; \
				classname* newObject = new classname();  /* (use a stack variable to avoid setting the newObject value before the class has finished its constructor) */ \
				alreadyInside = false; \
\
				_singletonInstance = newObject; \
			} \
		} \
\
		return _singletonInstance; \
	} \
\
	static inline classname* getInstanceWithoutCreating() throw() \
	{ \
		return _singletonInstance; \
	} \
\
	static void deleteInstance() \
	{ \
		if (_singletonInstance != 0) \
		{ \
			classname* const old = _singletonInstance; \
			_singletonInstance = 0; \
			delete old; \
		} \
	} \
\
	void clearSingletonInstance() throw() \
	{ \
		if (_singletonInstance == this) \
			_singletonInstance = 0; \
	}

/**
	Macro to declare member variables and methods for a singleton class.

	This is like juce_DeclareSingleton_SingleThreaded, but doesn't do any checking
	for recursion or repeated instantiation. It's intended for use as a lightweight
	version of a singleton, where you're using it in very straightforward
	circumstances and don't need the extra checking.

	Juce use the normal juce_ImplementSingleton_SingleThreaded as the counterpart
	to this declaration, as you would with juce_DeclareSingleton_SingleThreaded.

	See the documentation for juce_DeclareSingleton for more information about
	how to use it, the only difference being that you have to use
	juce_ImplementSingleton_SingleThreaded instead of juce_ImplementSingleton.

	@see juce_ImplementSingleton_SingleThreaded, juce_DeclareSingleton
*/
#define juce_DeclareSingleton_SingleThreaded_Minimal(classname) \
\
	static classname* _singletonInstance;  \
\
	static classname* getInstance() \
	{ \
		if (_singletonInstance == 0) \
			_singletonInstance = new classname(); \
\
		return _singletonInstance; \
	} \
\
	static inline classname* getInstanceWithoutCreating() throw() \
	{ \
		return _singletonInstance; \
	} \
\
	static void deleteInstance() \
	{ \
		if (_singletonInstance != 0) \
		{ \
			classname* const old = _singletonInstance; \
			_singletonInstance = 0; \
			delete old; \
		} \
	} \
\
	void clearSingletonInstance() throw() \
	{ \
		if (_singletonInstance == this) \
			_singletonInstance = 0; \
	}

/** This is a counterpart to the juce_DeclareSingleton_SingleThreaded macro.

	After adding juce_DeclareSingleton_SingleThreaded or juce_DeclareSingleton_SingleThreaded_Minimal
	to the class definition, this macro has to be used somewhere in the cpp file.
*/
#define juce_ImplementSingleton_SingleThreaded(classname) \
\
	classname* classname::_singletonInstance = 0;

#endif   // __JUCE_SINGLETON_JUCEHEADER__
/*** End of inlined file: juce_Singleton.h ***/


#endif
#ifndef __JUCE_STANDARDHEADER_JUCEHEADER__

#endif
#ifndef __JUCE_SYSTEMSTATS_JUCEHEADER__

/*** Start of inlined file: juce_SystemStats.h ***/
#ifndef __JUCE_SYSTEMSTATS_JUCEHEADER__
#define __JUCE_SYSTEMSTATS_JUCEHEADER__

/**
	Contains methods for finding out about the current hardware and OS configuration.
*/
class JUCE_API  SystemStats
{
public:

	/** Returns the current version of JUCE,

		(just in case you didn't already know at compile-time.)

		See also the JUCE_VERSION, JUCE_MAJOR_VERSION and JUCE_MINOR_VERSION macros.
	*/
	static const String getJUCEVersion();

	/** The set of possible results of the getOperatingSystemType() method.
	*/
	enum OperatingSystemType
	{
		UnknownOS   = 0,

		MacOSX	  = 0x1000,
		Linux	   = 0x2000,

		Win95	   = 0x4001,
		Win98	   = 0x4002,
		WinNT351	= 0x4103,
		WinNT40	 = 0x4104,
		Win2000	 = 0x4105,
		WinXP	   = 0x4106,
		WinVista	= 0x4107,
		Windows7	= 0x4108,

		Windows	 = 0x4000,   /**< To test whether any version of Windows is running,
									 you can use the expression ((getOperatingSystemType() & Windows) != 0). */
		WindowsNT   = 0x0100,   /**< To test whether the platform is Windows NT or later (i.e. not Win95 or 98),
									 you can use the expression ((getOperatingSystemType() & WindowsNT) != 0). */
	};

	/** Returns the type of operating system we're running on.

		@returns one of the values from the OperatingSystemType enum.
		@see getOperatingSystemName
	*/
	static OperatingSystemType getOperatingSystemType();

	/** Returns the name of the type of operating system we're running on.

		@returns a string describing the OS type.
		@see getOperatingSystemType
	*/
	static const String getOperatingSystemName();

	/** Returns true if the OS is 64-bit, or false for a 32-bit OS.
	*/
	static bool isOperatingSystem64Bit();

	/** Returns the current user's name, if available.
		@see getFullUserName()
	*/
	static const String getLogonName();

	/** Returns the current user's full name, if available.
		On some OSes, this may just return the same value as getLogonName().
		@see getLogonName()
	*/
	static const String getFullUserName();

	// CPU and memory information..

	/** Returns the approximate CPU speed.

		@returns	the speed in megahertz, e.g. 1500, 2500, 32000 (depending on
					what year you're reading this...)
	*/
	static int getCpuSpeedInMegaherz();

	/** Returns a string to indicate the CPU vendor.

		Might not be known on some systems.
	*/
	static const String getCpuVendor();

	/** Checks whether Intel MMX instructions are available. */
	static bool hasMMX() throw()		{ return cpuFlags.hasMMX; }

	/** Checks whether Intel SSE instructions are available. */
	static bool hasSSE() throw()		{ return cpuFlags.hasSSE; }

	/** Checks whether Intel SSE2 instructions are available. */
	static bool hasSSE2() throw()		   { return cpuFlags.hasSSE2; }

	/** Checks whether AMD 3DNOW instructions are available. */
	static bool has3DNow() throw()		  { return cpuFlags.has3DNow; }

	/** Returns the number of CPUs. */
	static int getNumCpus() throw()		 { return cpuFlags.numCpus; }

	/** Finds out how much RAM is in the machine.

		@returns	the approximate number of megabytes of memory, or zero if
					something goes wrong when finding out.
	*/
	static int getMemorySizeInMegabytes();

	/** Returns the system page-size.

		This is only used by programmers with beards.
	*/
	static int getPageSize();

	// not-for-public-use platform-specific method gets called at startup to initialise things.
	static void initialiseStats();

private:
	struct CPUFlags
	{
		int numCpus;
		bool hasMMX : 1;
		bool hasSSE : 1;
		bool hasSSE2 : 1;
		bool has3DNow : 1;
	};

	static CPUFlags cpuFlags;

	SystemStats();
	SystemStats (const SystemStats&);
	SystemStats& operator= (const SystemStats&);
};

#endif   // __JUCE_SYSTEMSTATS_JUCEHEADER__
/*** End of inlined file: juce_SystemStats.h ***/


#endif
#ifndef __JUCE_TARGETPLATFORM_JUCEHEADER__

#endif
#ifndef __JUCE_TIME_JUCEHEADER__

#endif
#ifndef __JUCE_UUID_JUCEHEADER__

/*** Start of inlined file: juce_Uuid.h ***/
#ifndef __JUCE_UUID_JUCEHEADER__
#define __JUCE_UUID_JUCEHEADER__

/**
	A universally unique 128-bit identifier.

	This class generates very random unique numbers based on the system time
	and MAC addresses if any are available. It's extremely unlikely that two identical
	UUIDs would ever be created by chance.

	The class includes methods for saving the ID as a string or as raw binary data.
*/
class JUCE_API  Uuid
{
public:

	/** Creates a new unique ID. */
	Uuid();

	/** Destructor. */
	~Uuid() throw();

	/** Creates a copy of another UUID. */
	Uuid (const Uuid& other);

	/** Copies another UUID. */
	Uuid& operator= (const Uuid& other);

	/** Returns true if the ID is zero. */
	bool isNull() const throw();

	/** Compares two UUIDs. */
	bool operator== (const Uuid& other) const;

	/** Compares two UUIDs. */
	bool operator!= (const Uuid& other) const;

	/** Returns a stringified version of this UUID.

		A Uuid object can later be reconstructed from this string using operator= or
		the constructor that takes a string parameter.

		@returns a 32 character hex string.
	*/
	const String toString() const;

	/** Creates an ID from an encoded string version.

		@see toString
	*/
	Uuid (const String& uuidString);

	/** Copies from a stringified UUID.

		The string passed in should be one that was created with the toString() method.
	*/
	Uuid& operator= (const String& uuidString);

	/** Returns a pointer to the internal binary representation of the ID.

		This is an array of 16 bytes. To reconstruct a Uuid from its data, use
		the constructor or operator= method that takes an array of uint8s.
	*/
	const uint8* getRawData() const throw()		 { return value.asBytes; }

	/** Creates a UUID from a 16-byte array.

		@see getRawData
	*/
	Uuid (const uint8* rawData);

	/** Sets this UUID from 16-bytes of raw data. */
	Uuid& operator= (const uint8* rawData);

	juce_UseDebuggingNewOperator

private:
	union
	{
		uint8 asBytes [16];
		int asInt[4];
		int64 asInt64[2];

	} value;
};

#endif   // __JUCE_UUID_JUCEHEADER__
/*** End of inlined file: juce_Uuid.h ***/


#endif
#ifndef __JUCE_BLOWFISH_JUCEHEADER__

/*** Start of inlined file: juce_BlowFish.h ***/
#ifndef __JUCE_BLOWFISH_JUCEHEADER__
#define __JUCE_BLOWFISH_JUCEHEADER__

/**
	BlowFish encryption class.

*/
class JUCE_API  BlowFish
{
public:

	/** Creates an object that can encode/decode based on the specified key.

		The key data can be up to 72 bytes long.
	*/
	BlowFish (const void* keyData, int keyBytes);

	/** Creates a copy of another blowfish object. */
	BlowFish (const BlowFish& other);

	/** Copies another blowfish object. */
	BlowFish& operator= (const BlowFish& other);

	/** Destructor. */
	~BlowFish();

	/** Encrypts a pair of 32-bit integers. */
	void encrypt (uint32& data1, uint32& data2) const throw();

	/** Decrypts a pair of 32-bit integers. */
	void decrypt (uint32& data1, uint32& data2) const throw();

	juce_UseDebuggingNewOperator

private:
	uint32 p[18];
	HeapBlock <uint32> s[4];

	uint32 F (uint32 x) const throw();
};

#endif   // __JUCE_BLOWFISH_JUCEHEADER__
/*** End of inlined file: juce_BlowFish.h ***/


#endif
#ifndef __JUCE_MD5_JUCEHEADER__

/*** Start of inlined file: juce_MD5.h ***/
#ifndef __JUCE_MD5_JUCEHEADER__
#define __JUCE_MD5_JUCEHEADER__

/**
	MD5 checksum class.

	Create one of these with a block of source data or a string, and it calculates the
	MD5 checksum of that data.

	You can then retrieve this checksum as a 16-byte block, or as a hex string.
*/
class JUCE_API  MD5
{
public:

	/** Creates a null MD5 object. */
	MD5();

	/** Creates a copy of another MD5. */
	MD5 (const MD5& other);

	/** Copies another MD5. */
	MD5& operator= (const MD5& other);

	/** Creates a checksum for a block of binary data. */
	explicit MD5 (const MemoryBlock& data);

	/** Creates a checksum for a block of binary data. */
	MD5 (const void* data, size_t numBytes);

	/** Creates a checksum for a string.

		Note that this operates on the string as a block of unicode characters, so the
		result you get will differ from the value you'd get if the string was treated
		as a block of utf8 or ascii. Bear this in mind if you're comparing the result
		of this method with a checksum created by a different framework, which may have
		used a different encoding.
	*/
	explicit MD5 (const String& text);

	/** Creates a checksum for the input from a stream.

		This will read up to the given number of bytes from the stream, and produce the
		checksum of that. If the number of bytes to read is negative, it'll read
		until the stream is exhausted.
	*/
	MD5 (InputStream& input, int64 numBytesToRead = -1);

	/** Creates a checksum for a file. */
	explicit MD5 (const File& file);

	/** Destructor. */
	~MD5();

	/** Returns the checksum as a 16-byte block of data. */
	const MemoryBlock getRawChecksumData() const;

	/** Returns the checksum as a 32-digit hex string. */
	const String toHexString() const;

	/** Compares this to another MD5. */
	bool operator== (const MD5& other) const;

	/** Compares this to another MD5. */
	bool operator!= (const MD5& other) const;

	juce_UseDebuggingNewOperator

private:
	uint8 result [16];

	struct ProcessContext
	{
		uint8 buffer [64];
		uint32 state [4];
		uint32 count [2];

		ProcessContext();

		void processBlock (const void* data, size_t dataSize);
		void transform (const void* buffer);
		void finish (void* result);
	};

	void processStream (InputStream& input, int64 numBytesToRead);
};

#endif   // __JUCE_MD5_JUCEHEADER__
/*** End of inlined file: juce_MD5.h ***/


#endif
#ifndef __JUCE_PRIMES_JUCEHEADER__

/*** Start of inlined file: juce_Primes.h ***/
#ifndef __JUCE_PRIMES_JUCEHEADER__
#define __JUCE_PRIMES_JUCEHEADER__

/**
	Prime number creation class.

	This class contains static methods for generating and testing prime numbers.

	@see BigInteger
*/
class JUCE_API  Primes
{
public:

	/** Creates a random prime number with a given bit-length.

		The certainty parameter specifies how many iterations to use when testing
		for primality. A safe value might be anything over about 20-30.

		The randomSeeds parameter lets you optionally pass it a set of values with
		which to seed the random number generation, improving the security of the
		keys generated.
	*/
	static const BigInteger createProbablePrime (int bitLength,
												 int certainty,
												 const int* randomSeeds = 0,
												 int numRandomSeeds = 0);

	/** Tests a number to see if it's prime.

		This isn't a bulletproof test, it uses a Miller-Rabin test to determine
		whether the number is prime.

		The certainty parameter specifies how many iterations to use when testing - a
		safe value might be anything over about 20-30.
	*/
	static bool isProbablyPrime (const BigInteger& number, int certainty);

private:
	Primes();
	Primes (const Primes&);
	Primes& operator= (const Primes&);
};

#endif   // __JUCE_PRIMES_JUCEHEADER__
/*** End of inlined file: juce_Primes.h ***/


#endif
#ifndef __JUCE_RSAKEY_JUCEHEADER__

/*** Start of inlined file: juce_RSAKey.h ***/
#ifndef __JUCE_RSAKEY_JUCEHEADER__
#define __JUCE_RSAKEY_JUCEHEADER__

/**
	RSA public/private key-pair encryption class.

	An object of this type makes up one half of a public/private RSA key pair. Use the
	createKeyPair() method to create a matching pair for encoding/decoding.
*/
class JUCE_API  RSAKey
{
public:

	/** Creates a null key object.

		Initialise a pair of objects for use with the createKeyPair() method.
	*/
	RSAKey();

	/** Loads a key from an encoded string representation.

		This reloads a key from a string created by the toString() method.
	*/
	explicit RSAKey (const String& stringRepresentation);

	/** Destructor. */
	~RSAKey();

	bool operator== (const RSAKey& other) const throw();
	bool operator!= (const RSAKey& other) const throw();

	/** Turns the key into a string representation.

		This can be reloaded using the constructor that takes a string.
	*/
	const String toString() const;

	/** Encodes or decodes a value.

		Call this on the public key object to encode some data, then use the matching
		private key object to decode it.

		Returns false if the operation couldn't be completed, e.g. if this key hasn't been
		initialised correctly.

		NOTE: This method dumbly applies this key to this data. If you encode some data
		and then try to decode it with a key that doesn't match, this method will still
		happily do its job and return true, but the result won't be what you were expecting.
		It's your responsibility to check that the result is what you wanted.
	*/
	bool applyToValue (BigInteger& value) const;

	/** Creates a public/private key-pair.

		Each key will perform one-way encryption that can only be reversed by
		using the other key.

		The numBits parameter specifies the size of key, e.g. 128, 256, 512 bit. Bigger
		sizes are more secure, but this method will take longer to execute.

		The randomSeeds parameter lets you optionally pass it a set of values with
		which to seed the random number generation, improving the security of the
		keys generated. If you supply these, make sure you provide more than 2 values,
		and the more your provide, the better the security.
	*/
	static void createKeyPair (RSAKey& publicKey,
							   RSAKey& privateKey,
							   int numBits,
							   const int* randomSeeds = 0,
							   int numRandomSeeds = 0);

	juce_UseDebuggingNewOperator

protected:
	BigInteger part1, part2;

private:
	static const BigInteger findBestCommonDivisor (const BigInteger& p, const BigInteger& q);
};

#endif   // __JUCE_RSAKEY_JUCEHEADER__
/*** End of inlined file: juce_RSAKey.h ***/


#endif
#ifndef __JUCE_DIRECTORYITERATOR_JUCEHEADER__

/*** Start of inlined file: juce_DirectoryIterator.h ***/
#ifndef __JUCE_DIRECTORYITERATOR_JUCEHEADER__
#define __JUCE_DIRECTORYITERATOR_JUCEHEADER__

/**
	Searches through a the files in a directory, returning each file that is found.

	A DirectoryIterator will search through a directory and its subdirectories using
	a wildcard filepattern match.

	If you may be finding a large number of files, this is better than
	using File::findChildFiles() because it doesn't block while it finds them
	all, and this is more memory-efficient.

	It can also guess how far it's got using a wildly inaccurate algorithm.
*/
class JUCE_API  DirectoryIterator
{
public:

	/** Creates a DirectoryIterator for a given directory.

		After creating one of these, call its next() method to get the
		first file - e.g. @code

		DirectoryIterator iter (File ("/animals/mooses"), true, "*.moose");

		while (iter.next())
		{
			File theFileItFound (iter.getFile());

			... etc
		}
		@endcode

		@param directory	the directory to search in
		@param isRecursive  whether all the subdirectories should also be searched
		@param wildCard	 the file pattern to match
		@param whatToLookFor	a value from the File::TypesOfFileToFind enum, specifying
								whether to look for files, directories, or both.
	*/
	DirectoryIterator (const File& directory,
					   bool isRecursive,
					   const String& wildCard = "*",
					   int whatToLookFor = File::findFiles);

	/** Destructor. */
	~DirectoryIterator();

	/** Moves the iterator along to the next file.

		@returns	true if a file was found (you can then use getFile() to see what it was) - or
					false if there are no more matching files.
	*/
	bool next();

	/** Moves the iterator along to the next file, and returns various properties of that file.

		If you need to find out details about the file, it's more efficient to call this method than
		to call the normal next() method and then find out the details afterwards.

		All the parameters are optional, so pass null pointers for any items that you're not
		interested in.

		@returns	true if a file was found (you can then use getFile() to see what it was) - or
					false if there are no more matching files. If it returns false, then none of the
					parameters will be filled-in.
	*/
	bool next (bool* isDirectory, bool* isHidden, int64* fileSize,
			   Time* modTime, Time* creationTime, bool* isReadOnly);

	/** Returns the file that the iterator is currently pointing at.

		The result of this call is only valid after a call to next() has returned true.
	*/
	const File getFile() const;

	/** Returns a guess of how far through the search the iterator has got.

		@returns	a value 0.0 to 1.0 to show the progress, although this won't be
					very accurate.
	*/
	float getEstimatedProgress() const;

	juce_UseDebuggingNewOperator

private:

	class NativeIterator
	{
	public:
		NativeIterator (const File& directory, const String& wildCard);
		~NativeIterator();

		bool next (String& filenameFound,
				   bool* isDirectory, bool* isHidden, int64* fileSize,
				   Time* modTime, Time* creationTime, bool* isReadOnly);

		class Pimpl;

		juce_UseDebuggingNewOperator

	private:
		friend class DirectoryIterator;
		friend class ScopedPointer<Pimpl>;
		ScopedPointer<Pimpl> pimpl;

		NativeIterator (const NativeIterator&);
		NativeIterator& operator= (const NativeIterator&);
	};

	friend class ScopedPointer<NativeIterator::Pimpl>;
	NativeIterator fileFinder;
	String wildCard, path;
	int index;
	mutable int totalNumFiles;
	const int whatToLookFor;
	const bool isRecursive;
	bool hasBeenAdvanced;
	ScopedPointer <DirectoryIterator> subIterator;
	File currentFile;

	DirectoryIterator (const DirectoryIterator&);
	DirectoryIterator& operator= (const DirectoryIterator&);
};

#endif   // __JUCE_DIRECTORYITERATOR_JUCEHEADER__
/*** End of inlined file: juce_DirectoryIterator.h ***/


#endif
#ifndef __JUCE_FILE_JUCEHEADER__

#endif
#ifndef __JUCE_FILEINPUTSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_FileInputStream.h ***/
#ifndef __JUCE_FILEINPUTSTREAM_JUCEHEADER__
#define __JUCE_FILEINPUTSTREAM_JUCEHEADER__

/**
	An input stream that reads from a local file.

	@see InputStream, FileOutputStream, File::createInputStream
*/
class JUCE_API  FileInputStream  : public InputStream
{
public:

	/** Creates a FileInputStream.

		@param fileToRead   the file to read from - if the file can't be accessed for some
							reason, then the stream will just contain no data
	*/
	explicit FileInputStream (const File& fileToRead);

	/** Destructor. */
	~FileInputStream();

	const File& getFile() const throw()			 { return file; }

	int64 getTotalLength();
	int read (void* destBuffer, int maxBytesToRead);
	bool isExhausted();
	int64 getPosition();
	bool setPosition (int64 pos);

	juce_UseDebuggingNewOperator

private:
	File file;
	void* fileHandle;
	int64 currentPosition, totalSize;
	bool needToSeek;

	void openHandle();
	void closeHandle();
	size_t readInternal (void* buffer, size_t numBytes);

	FileInputStream (const FileInputStream&);
	FileInputStream& operator= (const FileInputStream&);
};

#endif   // __JUCE_FILEINPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_FileInputStream.h ***/


#endif
#ifndef __JUCE_FILEOUTPUTSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_FileOutputStream.h ***/
#ifndef __JUCE_FILEOUTPUTSTREAM_JUCEHEADER__
#define __JUCE_FILEOUTPUTSTREAM_JUCEHEADER__

/**
	An output stream that writes into a local file.

	@see OutputStream, FileInputStream, File::createOutputStream
*/
class JUCE_API  FileOutputStream  : public OutputStream
{
public:

	/** Creates a FileOutputStream.

		If the file doesn't exist, it will first be created. If the file can't be
		created or opened, the failedToOpen() method will return
		true.

		If the file already exists when opened, the stream's write-postion will
		be set to the end of the file. To overwrite an existing file,
		use File::deleteFile() before opening the stream, or use setPosition(0)
		after it's opened (although this won't truncate the file).

		It's better to use File::createOutputStream() to create one of these, rather
		than using the class directly.

		@see TemporaryFile
	*/
	FileOutputStream (const File& fileToWriteTo,
					  int bufferSizeToUse = 16384);

	/** Destructor. */
	~FileOutputStream();

	/** Returns the file that this stream is writing to.
	*/
	const File& getFile() const			 { return file; }

	/** Returns true if the stream couldn't be opened for some reason.
	*/
	bool failedToOpen() const			   { return fileHandle == 0; }

	void flush();
	int64 getPosition();
	bool setPosition (int64 pos);
	bool write (const void* data, int numBytes);

	juce_UseDebuggingNewOperator

private:
	File file;
	void* fileHandle;
	int64 currentPosition;
	int bufferSize, bytesInBuffer;
	HeapBlock <char> buffer;

	void openHandle();
	void closeHandle();
	void flushInternal();
	int64 setPositionInternal (int64 newPosition);
	int writeInternal (const void* data, int numBytes);

	FileOutputStream (const FileOutputStream&);
	FileOutputStream& operator= (const FileOutputStream&);
};

#endif   // __JUCE_FILEOUTPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_FileOutputStream.h ***/


#endif
#ifndef __JUCE_FILESEARCHPATH_JUCEHEADER__

/*** Start of inlined file: juce_FileSearchPath.h ***/
#ifndef __JUCE_FILESEARCHPATH_JUCEHEADER__
#define __JUCE_FILESEARCHPATH_JUCEHEADER__

/**
	Encapsulates a set of folders that make up a search path.

	@see File
*/
class JUCE_API  FileSearchPath
{
public:

	/** Creates an empty search path. */
	FileSearchPath();

	/** Creates a search path from a string of pathnames.

		The path can be semicolon- or comma-separated, e.g.
		"/foo/bar;/foo/moose;/fish/moose"

		The separate folders are tokenised and added to the search path.
	*/
	FileSearchPath (const String& path);

	/** Creates a copy of another search path. */
	FileSearchPath (const FileSearchPath& other);

	/** Destructor. */
	~FileSearchPath();

	/** Uses a string containing a list of pathnames to re-initialise this list.

		This search path is cleared and the semicolon- or comma-separated folders
		in this string are added instead. e.g. "/foo/bar;/foo/moose;/fish/moose"
	*/
	FileSearchPath& operator= (const String& path);

	/** Returns the number of folders in this search path.

		@see operator[]
	*/
	int getNumPaths() const;

	/** Returns one of the folders in this search path.

		The file returned isn't guaranteed to actually be a valid directory.

		@see getNumPaths
	*/
	const File operator[] (int index) const;

	/** Returns the search path as a semicolon-separated list of directories. */
	const String toString() const;

	/** Adds a new directory to the search path.

		The new directory is added to the end of the list if the insertIndex parameter is
		less than zero, otherwise it is inserted at the given index.
	*/
	void add (const File& directoryToAdd,
			  int insertIndex = -1);

	/** Adds a new directory to the search path if it's not already in there. */
	void addIfNotAlreadyThere (const File& directoryToAdd);

	/** Removes a directory from the search path. */
	void remove (int indexToRemove);

	/** Merges another search path into this one.

		This will remove any duplicate directories.
	*/
	void addPath (const FileSearchPath& other);

	/** Removes any directories that are actually subdirectories of one of the other directories in the search path.

		If the search is intended to be recursive, there's no point having nested folders in the search
		path, because they'll just get searched twice and you'll get duplicate results.

		e.g. if the path is "c:\abc\de;c:\abc", this method will simplify it to "c:\abc"
	*/
	void removeRedundantPaths();

	/** Removes any directories that don't actually exist. */
	void removeNonExistentPaths();

	/** Searches the path for a wildcard.

		This will search all the directories in the search path in order, adding any
		matching files to the results array.

		@param results		  an array to append the results to
		@param whatToLookFor		a value from the File::TypesOfFileToFind enum, specifying whether to
										return files, directories, or both.
		@param searchRecursively	whether to recursively search the subdirectories too
		@param wildCardPattern	  a pattern to match against the filenames
		@returns the number of files added to the array
		@see File::findChildFiles
	*/
	int findChildFiles (Array<File>& results,
						int whatToLookFor,
						bool searchRecursively,
						const String& wildCardPattern = "*") const;

	/** Finds out whether a file is inside one of the path's directories.

		This will return true if the specified file is a child of one of the
		directories specified by this path. Note that this doesn't actually do any
		searching or check that the files exist - it just looks at the pathnames
		to work out whether the file would be inside a directory.

		@param fileToCheck	  the file to look for
		@param checkRecursively if true, then this will return true if the file is inside a
								subfolder of one of the path's directories (at any depth). If false
								it will only return true if the file is actually a direct child
								of one of the directories.
		@see File::isAChildOf

	*/
	bool isFileInPath (const File& fileToCheck,
					   bool checkRecursively) const;

	juce_UseDebuggingNewOperator

private:
	StringArray directories;

	void init (const String& path);
};

#endif   // __JUCE_FILESEARCHPATH_JUCEHEADER__
/*** End of inlined file: juce_FileSearchPath.h ***/


#endif
#ifndef __JUCE_NAMEDPIPE_JUCEHEADER__

/*** Start of inlined file: juce_NamedPipe.h ***/
#ifndef __JUCE_NAMEDPIPE_JUCEHEADER__
#define __JUCE_NAMEDPIPE_JUCEHEADER__

/**
	A cross-process pipe that can have data written to and read from it.

	Two or more processes can use these for inter-process communication.

	@see InterprocessConnection
*/
class JUCE_API  NamedPipe
{
public:

	/** Creates a NamedPipe. */
	NamedPipe();

	/** Destructor. */
	~NamedPipe();

	/** Tries to open a pipe that already exists.

		Returns true if it succeeds.
	*/
	bool openExisting (const String& pipeName);

	/** Tries to create a new pipe.

		Returns true if it succeeds.
	*/
	bool createNewPipe (const String& pipeName);

	/** Closes the pipe, if it's open. */
	void close();

	/** True if the pipe is currently open. */
	bool isOpen() const;

	/** Returns the last name that was used to try to open this pipe. */
	const String getName() const;

	/** Reads data from the pipe.

		This will block until another thread has written enough data into the pipe to fill
		the number of bytes specified, or until another thread calls the cancelPendingReads()
		method.

		If the operation fails, it returns -1, otherwise, it will return the number of
		bytes read.

		If timeOutMilliseconds is less than zero, it will wait indefinitely, otherwise
		this is a maximum timeout for reading from the pipe.
	*/
	int read (void* destBuffer, int maxBytesToRead, int timeOutMilliseconds = 5000);

	/** Writes some data to the pipe.

		If the operation fails, it returns -1, otherwise, it will return the number of
		bytes written.
	*/
	int write (const void* sourceBuffer, int numBytesToWrite,
			   int timeOutMilliseconds = 2000);

	/** If any threads are currently blocked on a read operation, this tells them to abort.
	*/
	void cancelPendingReads();

	juce_UseDebuggingNewOperator

private:
	void* internal;
	String currentPipeName;
	CriticalSection lock;

	NamedPipe (const NamedPipe&);
	NamedPipe& operator= (const NamedPipe&);

	bool openInternal (const String& pipeName, const bool createPipe);
};

#endif   // __JUCE_NAMEDPIPE_JUCEHEADER__
/*** End of inlined file: juce_NamedPipe.h ***/


#endif
#ifndef __JUCE_TEMPORARYFILE_JUCEHEADER__

/*** Start of inlined file: juce_TemporaryFile.h ***/
#ifndef __JUCE_TEMPORARYFILE_JUCEHEADER__
#define __JUCE_TEMPORARYFILE_JUCEHEADER__

/**
	Manages a temporary file, which will be deleted when this object is deleted.

	This object is intended to be used as a stack based object, using its scope
	to make sure the temporary file isn't left lying around.

	For example:

	@code
	{
		File myTargetFile ("~/myfile.txt");

		// this will choose a file called something like "~/myfile_temp239348.txt"
		// which definitely doesn't exist at the time the constructor is called.
		TemporaryFile temp (myTargetFile);

		// create a stream to the temporary file, and write some data to it...
		ScopedPointer <FileOutputStream> out (temp.getFile().createOutputStream());

		if (out != 0)
		{
			out->write ( ...etc )
			out->flush();
			out = 0; // (deletes the stream)

			// ..now we've finished writing, this will rename the temp file to
			// make it replace the target file we specified above.
			bool succeeded = temp.overwriteTargetFileWithTemporary();
		}

		// ..and even if something went wrong and our overwrite failed,
		// as the TemporaryFile object goes out of scope here, it'll make sure
		// that the temp file gets deleted.
	}
	@endcode

	@see File, FileOutputStream
*/
class JUCE_API  TemporaryFile
{
public:

	enum OptionFlags
	{
		useHiddenFile = 1,	  /**< Indicates that the temporary file should be hidden -
										 i.e. its name should start with a dot. */
		putNumbersInBrackets = 2	/**< Indicates that when numbers are appended to make sure
										 the file is unique, they should go in brackets rather
										 than just being appended (see File::getNonexistentSibling() )*/
	};

	/** Creates a randomly-named temporary file in the default temp directory.

		@param suffix	   a file suffix to use for the file
		@param optionFlags  a combination of the values listed in the OptionFlags enum
		The file will not be created until you write to it. And remember that when
		this object is deleted, the file will also be deleted!
	*/
	TemporaryFile (const String& suffix = String::empty,
				   int optionFlags = 0);

	/** Creates a temporary file in the same directory as a specified file.

		This is useful if you have a file that you want to overwrite, but don't
		want to harm the original file if the write operation fails. You can
		use this to create a temporary file next to the target file, then
		write to the temporary file, and finally use overwriteTargetFileWithTemporary()
		to replace the target file with the one you've just written.

		This class won't create any files until you actually write to them. And remember
		that when this object is deleted, the temporary file will also be deleted!

		@param targetFile   the file that you intend to overwrite - the temporary
							file will be created in the same directory as this
		@param optionFlags  a combination of the values listed in the OptionFlags enum
	*/
	TemporaryFile (const File& targetFile,
				   int optionFlags = 0);

	/** Destructor.

		When this object is deleted it will make sure that its temporary file is
		also deleted! If the operation fails, it'll throw an assertion in debug
		mode.
	*/
	~TemporaryFile();

	/** Returns the temporary file. */
	const File getFile() const		  { return temporaryFile; }

	/** Returns the target file that was specified in the constructor. */
	const File getTargetFile() const		{ return targetFile; }

	/** Tries to move the temporary file to overwrite the target file that was
		specified in the constructor.

		If you used the constructor that specified a target file, this will attempt
		to replace that file with the temporary one.

		Before calling this, make sure:
		- that you've actually written to the temporary file
		- that you've closed any open streams that you were using to write to it
		- and that you don't have any streams open to the target file, which would
		  prevent it being overwritten

		If the file move succeeds, this returns false, and the temporary file will
		have disappeared. If it fails, the temporary file will probably still exist,
		but will be deleted when this object is destroyed.
	*/
	bool overwriteTargetFileWithTemporary() const;

	/** Attempts to delete the temporary file, if it exists.
		@returns true if the file is successfully deleted (or if it didn't exist).
	*/
	bool deleteTemporaryFile() const;

	juce_UseDebuggingNewOperator

private:

	File temporaryFile, targetFile;

	void createTempFile (const File& parentDirectory, String name, const String& suffix, int optionFlags);

	TemporaryFile (const TemporaryFile&);
	TemporaryFile& operator= (const TemporaryFile&);
};

#endif   // __JUCE_TEMPORARYFILE_JUCEHEADER__
/*** End of inlined file: juce_TemporaryFile.h ***/


#endif
#ifndef __JUCE_ZIPFILE_JUCEHEADER__

/*** Start of inlined file: juce_ZipFile.h ***/
#ifndef __JUCE_ZIPFILE_JUCEHEADER__
#define __JUCE_ZIPFILE_JUCEHEADER__


/*** Start of inlined file: juce_InputSource.h ***/
#ifndef __JUCE_INPUTSOURCE_JUCEHEADER__
#define __JUCE_INPUTSOURCE_JUCEHEADER__

/**
	A lightweight object that can create a stream to read some kind of resource.

	This may be used to refer to a file, or some other kind of source, allowing a
	caller to create an input stream that can read from it when required.

	@see FileInputSource
*/
class JUCE_API  InputSource
{
public:

	InputSource() throw()	   {}

	/** Destructor. */
	virtual ~InputSource()	  {}

	/** Returns a new InputStream to read this item.

		@returns		an inputstream that the caller will delete, or 0 if
							the filename isn't found.
	*/
	virtual InputStream* createInputStream() = 0;

	/** Returns a new InputStream to read an item, relative.

		@param relatedItemPath  the relative pathname of the resource that is required
		@returns		an inputstream that the caller will delete, or 0 if
							the item isn't found.
	*/
	virtual InputStream* createInputStreamFor (const String& relatedItemPath) = 0;

	/** Returns a hash code that uniquely represents this item.
	*/
	virtual int64 hashCode() const = 0;

	juce_UseDebuggingNewOperator
};

#endif   // __JUCE_INPUTSOURCE_JUCEHEADER__
/*** End of inlined file: juce_InputSource.h ***/

/**
	Decodes a ZIP file from a stream.

	This can enumerate the items in a ZIP file and can create suitable stream objects
	to read each one.
*/
class JUCE_API  ZipFile
{
public:

	/** Creates a ZipFile for a given stream.

		@param inputStream		  the stream to read from
		@param deleteStreamWhenDestroyed	if set to true, the object passed-in
											will be deleted when this ZipFile object is deleted
	*/
	ZipFile (InputStream* inputStream, bool deleteStreamWhenDestroyed);

	/** Creates a ZipFile based for a file. */
	ZipFile (const File& file);

	/** Creates a ZipFile for an input source.

		The inputSource object will be owned by the zip file, which will delete
		it later when not needed.
	*/
	ZipFile (InputSource* inputSource);

	/** Destructor. */
	~ZipFile();

	/**
		Contains information about one of the entries in a ZipFile.

		@see ZipFile::getEntry
	*/
	struct ZipEntry
	{
		/** The name of the file, which may also include a partial pathname. */
		String filename;

		/** The file's original size. */
		unsigned int uncompressedSize;

		/** The last time the file was modified. */
		Time fileTime;
	};

	/** Returns the number of items in the zip file. */
	int getNumEntries() const throw();

	/** Returns a structure that describes one of the entries in the zip file.

		This may return zero if the index is out of range.

		@see ZipFile::ZipEntry
	*/
	const ZipEntry* getEntry (int index) const throw();

	/** Returns the index of the first entry with a given filename.

		This uses a case-sensitive comparison to look for a filename in the
		list of entries. It might return -1 if no match is found.

		@see ZipFile::ZipEntry
	*/
	int getIndexOfFileName (const String& fileName) const throw();

	/** Returns a structure that describes one of the entries in the zip file.

		This uses a case-sensitive comparison to look for a filename in the
		list of entries. It might return 0 if no match is found.

		@see ZipFile::ZipEntry
	*/
	const ZipEntry* getEntry (const String& fileName) const throw();

	/** Sorts the list of entries, based on the filename.
	*/
	void sortEntriesByFilename();

	/** Creates a stream that can read from one of the zip file's entries.

		The stream that is returned must be deleted by the caller (and
		zero might be returned if a stream can't be opened for some reason).

		The stream must not be used after the ZipFile object that created
		has been deleted.
	*/
	InputStream* createStreamForEntry (int index);

	/** Creates a stream that can read from one of the zip file's entries.

		The stream that is returned must be deleted by the caller (and
		zero might be returned if a stream can't be opened for some reason).

		The stream must not be used after the ZipFile object that created
		has been deleted.
	*/
	InputStream* createStreamForEntry (ZipEntry& entry);

	/** Uncompresses all of the files in the zip file.

		This will expand all the entries into a target directory. The relative
		paths of the entries are used.

		@param targetDirectory	  the root folder to uncompress to
		@param shouldOverwriteFiles whether to overwrite existing files with similarly-named ones
		@returns true if all the files are successfully unzipped
	*/
	bool uncompressTo (const File& targetDirectory,
					   bool shouldOverwriteFiles = true);

	/** Uncompresses one of the entries from the zip file.

		This will expand the entry and write it in a target directory. The entry's path is used to
		determine which subfolder of the target should contain the new file.

		@param index		the index of the entry to uncompress
		@param targetDirectory	  the root folder to uncompress into
		@param shouldOverwriteFiles whether to overwrite existing files with similarly-named ones
		@returns true if the files is successfully unzipped
	*/
	bool uncompressEntry (int index,
						  const File& targetDirectory,
						  bool shouldOverwriteFiles = true);

	juce_UseDebuggingNewOperator

private:
	class ZipInputStream;
	class ZipFilenameComparator;
	class ZipEntryInfo;
	friend class ZipInputStream;
	friend class ZipFilenameComparator;
	friend class ZipEntryInfo;

	OwnedArray <ZipEntryInfo> entries;
	CriticalSection lock;
	InputStream* inputStream;
	ScopedPointer <InputStream> streamToDelete;
	ScopedPointer <InputSource> inputSource;

#if JUCE_DEBUG
	int numOpenStreams;
#endif

	void init();
	int findEndOfZipEntryTable (InputStream& input, int& numEntries);
	static int compareElements (const ZipEntryInfo* first, const ZipEntryInfo* second);

	ZipFile (const ZipFile&);
	ZipFile& operator= (const ZipFile&);
};

#endif   // __JUCE_ZIPFILE_JUCEHEADER__
/*** End of inlined file: juce_ZipFile.h ***/


#endif
#ifndef __JUCE_MACADDRESS_JUCEHEADER__

/*** Start of inlined file: juce_MACAddress.h ***/
#ifndef __JUCE_MACADDRESS_JUCEHEADER__
#define __JUCE_MACADDRESS_JUCEHEADER__

/**
	A wrapper for a streaming (TCP) socket.

	This allows low-level use of sockets; for an easier-to-use messaging layer on top of
	sockets, you could also try the InterprocessConnection class.

	@see DatagramSocket, InterprocessConnection, InterprocessConnectionServer
*/
class JUCE_API  MACAddress
{
public:

	/** Populates a list of the MAC addresses of all the available network cards. */
	static void findAllAddresses (Array<MACAddress>& results);

	/** Creates a null address (00-00-00-00-00-00). */
	MACAddress();

	/** Creates a copy of another address. */
	MACAddress (const MACAddress& other);

	/** Creates a copy of another address. */
	MACAddress& operator= (const MACAddress& other);

	/** Creates an address from 6 bytes. */
	explicit MACAddress (const uint8 bytes[6]);

	/** Returns a pointer to the 6 bytes that make up this address. */
	const uint8* getBytes() const throw()	 { return asBytes; }

	/** Returns a dash-separated string in the form "11-22-33-44-55-66" */
	const String toString() const;

	/** Returns the address in the lower 6 bytes of an int64.

		This uses a little-endian arrangement, with the first byte of the address being
		stored in the least-significant byte of the result value.
	*/
	int64 toInt64() const throw();

	/** Returns true if this address is null (00-00-00-00-00-00). */
	bool isNull() const throw();

	bool operator== (const MACAddress& other) const throw();
	bool operator!= (const MACAddress& other) const throw();

private:
	union
	{
		uint64 asInt64;
		uint8 asBytes[6];
	};
};

#endif   // __JUCE_MACADDRESS_JUCEHEADER__
/*** End of inlined file: juce_MACAddress.h ***/


#endif
#ifndef __JUCE_SOCKET_JUCEHEADER__

/*** Start of inlined file: juce_Socket.h ***/
#ifndef __JUCE_SOCKET_JUCEHEADER__
#define __JUCE_SOCKET_JUCEHEADER__

/**
	A wrapper for a streaming (TCP) socket.

	This allows low-level use of sockets; for an easier-to-use messaging layer on top of
	sockets, you could also try the InterprocessConnection class.

	@see DatagramSocket, InterprocessConnection, InterprocessConnectionServer
*/
class JUCE_API  StreamingSocket
{
public:

	/** Creates an uninitialised socket.

		To connect it, use the connect() method, after which you can read() or write()
		to it.

		To wait for other sockets to connect to this one, the createListener() method
		enters "listener" mode, and can be used to spawn new sockets for each connection
		that comes along.
	*/
	StreamingSocket();

	/** Destructor. */
	~StreamingSocket();

	/** Binds the socket to the specified local port.

		@returns	true on success; false may indicate that another socket is already bound
					on the same port
	*/
	bool bindToPort (int localPortNumber);

	/** Tries to connect the socket to hostname:port.

		If timeOutMillisecs is 0, then this method will block until the operating system
		rejects the connection (which could take a long time).

		@returns true if it succeeds.
		@see isConnected
	*/
	bool connect (const String& remoteHostname,
				  int remotePortNumber,
				  int timeOutMillisecs = 3000);

	/** True if the socket is currently connected. */
	bool isConnected() const throw()				{ return connected; }

	/** Closes the connection. */
	void close();

	/** Returns the name of the currently connected host. */
	const String& getHostName() const throw()		   { return hostName; }

	/** Returns the port number that's currently open. */
	int getPort() const throw()				 { return portNumber; }

	/** True if the socket is connected to this machine rather than over the network. */
	bool isLocal() const throw();

	/** Waits until the socket is ready for reading or writing.

		If readyForReading is true, it will wait until the socket is ready for
		reading; if false, it will wait until it's ready for writing.

		If the timeout is < 0, it will wait forever, or else will give up after
		the specified time.

		If the socket is ready on return, this returns 1. If it times-out before
		the socket becomes ready, it returns 0. If an error occurs, it returns -1.
	*/
	int waitUntilReady (bool readyForReading,
						int timeoutMsecs) const;

	/** Reads bytes from the socket.

		If blockUntilSpecifiedAmountHasArrived is true, the method will block until
		maxBytesToRead bytes have been read, (or until an error occurs). If this
		flag is false, the method will return as much data as is currently available
		without blocking.

		@returns the number of bytes read, or -1 if there was an error.
		@see waitUntilReady
	*/
	int read (void* destBuffer, int maxBytesToRead,
			  bool blockUntilSpecifiedAmountHasArrived);

	/** Writes bytes to the socket from a buffer.

		Note that this method will block unless you have checked the socket is ready
		for writing before calling it (see the waitUntilReady() method).

		@returns the number of bytes written, or -1 if there was an error.
	*/
	int write (const void* sourceBuffer, int numBytesToWrite);

	/** Puts this socket into "listener" mode.

		When in this mode, your thread can call waitForNextConnection() repeatedly,
		which will spawn new sockets for each new connection, so that these can
		be handled in parallel by other threads.

		@param portNumber	   the port number to listen on
		@param localHostName	the interface address to listen on - pass an empty
								string to listen on all addresses
		@returns	true if it manages to open the socket successfully.

		@see waitForNextConnection
	*/
	bool createListener (int portNumber, const String& localHostName = String::empty);

	/** When in "listener" mode, this waits for a connection and spawns it as a new
		socket.

		The object that gets returned will be owned by the caller.

		This method can only be called after using createListener().

		@see createListener
	*/
	StreamingSocket* waitForNextConnection() const;

	juce_UseDebuggingNewOperator

private:
	String hostName;
	int volatile portNumber, handle;
	bool connected, isListener;

	StreamingSocket (const String& hostname, int portNumber, int handle);
	StreamingSocket (const StreamingSocket&);
	StreamingSocket& operator= (const StreamingSocket&);
};

/**
	A wrapper for a datagram (UDP) socket.

	This allows low-level use of sockets; for an easier-to-use messaging layer on top of
	sockets, you could also try the InterprocessConnection class.

	@see StreamingSocket, InterprocessConnection, InterprocessConnectionServer
*/
class JUCE_API  DatagramSocket
{
public:

	/**
		Creates an (uninitialised) datagram socket.

		The localPortNumber is the port on which to bind this socket. If this value is 0,
		the port number is assigned by the operating system.

		To use the socket for sending, call the connect() method. This will not immediately
		make a connection, but will save the destination you've provided. After this, you can
		call read() or write().

		If enableBroadcasting is true, the socket will be allowed to send broadcast messages
		(may require extra privileges on linux)

		To wait for other sockets to connect to this one, call waitForNextConnection().
	*/
	DatagramSocket (int localPortNumber,
					bool enableBroadcasting = false);

	/** Destructor. */
	~DatagramSocket();

	/** Binds the socket to the specified local port.

		@returns	true on success; false may indicate that another socket is already bound
					on the same port
	*/
	bool bindToPort (int localPortNumber);

	/** Tries to connect the socket to hostname:port.

		If timeOutMillisecs is 0, then this method will block until the operating system
		rejects the connection (which could take a long time).

		@returns true if it succeeds.
		@see isConnected
	*/
	bool connect (const String& remoteHostname,
				  int remotePortNumber,
				  int timeOutMillisecs = 3000);

	/** True if the socket is currently connected. */
	bool isConnected() const throw()				{ return connected; }

	/** Closes the connection. */
	void close();

	/** Returns the name of the currently connected host. */
	const String& getHostName() const throw()		   { return hostName; }

	/** Returns the port number that's currently open. */
	int getPort() const throw()				 { return portNumber; }

	/** True if the socket is connected to this machine rather than over the network. */
	bool isLocal() const throw();

	/** Waits until the socket is ready for reading or writing.

		If readyForReading is true, it will wait until the socket is ready for
		reading; if false, it will wait until it's ready for writing.

		If the timeout is < 0, it will wait forever, or else will give up after
		the specified time.

		If the socket is ready on return, this returns 1. If it times-out before
		the socket becomes ready, it returns 0. If an error occurs, it returns -1.
	*/
	int waitUntilReady (bool readyForReading,
						int timeoutMsecs) const;

	/** Reads bytes from the socket.

		If blockUntilSpecifiedAmountHasArrived is true, the method will block until
		maxBytesToRead bytes have been read, (or until an error occurs). If this
		flag is false, the method will return as much data as is currently available
		without blocking.

		@returns the number of bytes read, or -1 if there was an error.
		@see waitUntilReady
	*/
	int read (void* destBuffer, int maxBytesToRead,
			  bool blockUntilSpecifiedAmountHasArrived);

	/** Writes bytes to the socket from a buffer.

		Note that this method will block unless you have checked the socket is ready
		for writing before calling it (see the waitUntilReady() method).

		@returns the number of bytes written, or -1 if there was an error.
	*/
	int write (const void* sourceBuffer, int numBytesToWrite);

	/** This waits for incoming data to be sent, and returns a socket that can be used
		to read it.

		The object that gets returned is owned by the caller, and can't be used for
		sending, but can be used to read the data.
	*/
	DatagramSocket* waitForNextConnection() const;

	juce_UseDebuggingNewOperator

private:
	String hostName;
	int volatile portNumber, handle;
	bool connected, allowBroadcast;
	void* serverAddress;

	DatagramSocket (const String& hostname, int portNumber, int handle, int localPortNumber);
	DatagramSocket (const DatagramSocket&);
	DatagramSocket& operator= (const DatagramSocket&);
};

#endif   // __JUCE_SOCKET_JUCEHEADER__
/*** End of inlined file: juce_Socket.h ***/


#endif
#ifndef __JUCE_URL_JUCEHEADER__

/*** Start of inlined file: juce_URL.h ***/
#ifndef __JUCE_URL_JUCEHEADER__
#define __JUCE_URL_JUCEHEADER__

/**
	Represents a URL and has a bunch of useful functions to manipulate it.

	This class can be used to launch URLs in browsers, and also to create
	InputStreams that can read from remote http or ftp sources.
*/
class JUCE_API  URL
{
public:

	/** Creates an empty URL. */
	URL();

	/** Creates a URL from a string. */
	URL (const String& url);

	/** Creates a copy of another URL. */
	URL (const URL& other);

	/** Destructor. */
	~URL();

	/** Copies this URL from another one. */
	URL& operator= (const URL& other);

	/** Returns a string version of the URL.

		If includeGetParameters is true and any parameters have been set with the
		withParameter() method, then the string will have these appended on the
		end and url-encoded.
	*/
	const String toString (bool includeGetParameters) const;

	/** True if it seems to be valid. */
	bool isWellFormed() const;

	/** Returns just the domain part of the URL.

		E.g. for "http://www.xyz.com/foobar", this will return "www.xyz.com".
	*/
	const String getDomain() const;

	/** Returns the path part of the URL.

		E.g. for "http://www.xyz.com/foo/bar?x=1", this will return "foo/bar".
	*/
	const String getSubPath() const;

	/** Returns the scheme of the URL.

		E.g. for "http://www.xyz.com/foobar", this will return "http". (It won't
		include the colon).
	*/
	const String getScheme() const;

	/** Returns a new version of this URL that uses a different sub-path.

		E.g. if the URL is "http://www.xyz.com/foo?x=1" and you call this with
		"bar", it'll return "http://www.xyz.com/bar?x=1".
	*/
	const URL withNewSubPath (const String& newPath) const;

	/** Returns a copy of this URL, with a GET or POST parameter added to the end.

		Any control characters in the value will be encoded.

		e.g. calling "withParameter ("amount", "some fish") for the url "www.fish.com"
		would produce a new url whose toString(true) method would return
		"www.fish.com?amount=some+fish".
	*/
	const URL withParameter (const String& parameterName,
							 const String& parameterValue) const;

	/** Returns a copy of this URl, with a file-upload type parameter added to it.

		When performing a POST where one of your parameters is a binary file, this
		lets you specify the file.

		Note that the filename is stored, but the file itself won't actually be read
		until this URL is later used to create a network input stream.
	*/
	const URL withFileToUpload (const String& parameterName,
								const File& fileToUpload,
								const String& mimeType) const;

	/** Returns a set of all the parameters encoded into the url.

		E.g. for the url "www.fish.com?type=haddock&amount=some+fish", this array would
		contain two pairs: "type" => "haddock" and "amount" => "some fish".

		The values returned will have been cleaned up to remove any escape characters.

		@see getNamedParameter, withParameter
	*/
	const StringPairArray& getParameters() const;

	/** Returns the set of files that should be uploaded as part of a POST operation.

		This is the set of files that were added to the URL with the withFileToUpload()
		method.
	*/
	const StringPairArray& getFilesToUpload() const;

	/** Returns the set of mime types associated with each of the upload files.
	*/
	const StringPairArray& getMimeTypesOfUploadFiles() const;

	/** Returns a copy of this URL, with a block of data to send as the POST data.

		If you're setting the POST data, be careful not to have any parameters set
		as well, otherwise it'll all get thrown in together, and might not have the
		desired effect.

		If the URL already contains some POST data, this will replace it, rather
		than being appended to it.

		This data will only be used if you specify a post operation when you call
		createInputStream().
	*/
	const URL withPOSTData (const String& postData) const;

	/** Returns the data that was set using withPOSTData().
	*/
	const String getPostData() const				{ return postData; }

	/** Tries to launch the system's default browser to open the URL.

		Returns true if this seems to have worked.
	*/
	bool launchInDefaultBrowser() const;

	/** Takes a guess as to whether a string might be a valid website address.

		This isn't foolproof!
	*/
	static bool isProbablyAWebsiteURL (const String& possibleURL);

	/** Takes a guess as to whether a string might be a valid email address.

		This isn't foolproof!
	*/
	static bool isProbablyAnEmailAddress (const String& possibleEmailAddress);

	/** This callback function can be used by the createInputStream() method.

		It allows your app to receive progress updates during a lengthy POST operation. If you
		want to continue the operation, this should return true, or false to abort.
	*/
	typedef bool (OpenStreamProgressCallback) (void* context, int bytesSent, int totalBytes);

	/** Attempts to open a stream that can read from this URL.

		@param usePostCommand   if true, it will try to do use a http 'POST' to pass
								the paramters, otherwise it'll encode them into the
								URL and do a 'GET'.
		@param progressCallback if this is non-zero, it lets you supply a callback function
								to keep track of the operation's progress. This can be useful
								for lengthy POST operations, so that you can provide user feedback.
		@param progressCallbackContext  if a callback is specified, this value will be passed to
								the function
		@param extraHeaders	 if not empty, this string is appended onto the headers that
								are used for the request. It must therefore be a valid set of HTML
								header directives, separated by newlines.
		@param connectionTimeOutMs  if 0, this will use whatever default setting the OS chooses. If
								a negative number, it will be infinite. Otherwise it specifies a
								time in milliseconds.
		@param responseHeaders  if this is non-zero, all the (key, value) pairs received as headers
								in the response will be stored in this array
		@returns	an input stream that the caller must delete, or a null pointer if there was an
					error trying to open it.
	 */
	InputStream* createInputStream (bool usePostCommand,
									OpenStreamProgressCallback* progressCallback = 0,
									void* progressCallbackContext = 0,
									const String& extraHeaders = String::empty,
									int connectionTimeOutMs = 0,
									StringPairArray* responseHeaders = 0) const;

	/** Tries to download the entire contents of this URL into a binary data block.

		If it succeeds, this will return true and append the data it read onto the end
		of the memory block.

		@param destData	 the memory block to append the new data to
		@param usePostCommand   whether to use a POST command to get the data (uses
								a GET command if this is false)
		@see readEntireTextStream, readEntireXmlStream
	*/
	bool readEntireBinaryStream (MemoryBlock& destData,
								 bool usePostCommand = false) const;

	/** Tries to download the entire contents of this URL as a string.

		If it fails, this will return an empty string, otherwise it will return the
		contents of the downloaded file. If you need to distinguish between a read
		operation that fails and one that returns an empty string, you'll need to use
		a different method, such as readEntireBinaryStream().

		@param usePostCommand   whether to use a POST command to get the data (uses
								a GET command if this is false)
		@see readEntireBinaryStream, readEntireXmlStream
	*/
	const String readEntireTextStream (bool usePostCommand = false) const;

	/** Tries to download the entire contents of this URL and parse it as XML.

		If it fails, or if the text that it reads can't be parsed as XML, this will
		return 0.

		When it returns a valid XmlElement object, the caller is responsibile for deleting
		this object when no longer needed.

		@param usePostCommand   whether to use a POST command to get the data (uses
								a GET command if this is false)

		@see readEntireBinaryStream, readEntireTextStream
	*/
	XmlElement* readEntireXmlStream (bool usePostCommand = false) const;

	/** Adds escape sequences to a string to encode any characters that aren't
		legal in a URL.

		E.g. any spaces will be replaced with "%20".

		This is the opposite of removeEscapeChars().

		If isParameter is true, it means that the string is going to be used
		as a parameter, so it also encodes '$' and ',' (which would otherwise
		be legal in a URL.

		@see removeEscapeChars
	*/
	static const String addEscapeChars (const String& stringToAddEscapeCharsTo,
										bool isParameter);

	/** Replaces any escape character sequences in a string with their original
		character codes.

		E.g. any instances of "%20" will be replaced by a space.

		This is the opposite of addEscapeChars().

		@see addEscapeChars
	*/
	static const String removeEscapeChars (const String& stringToRemoveEscapeCharsFrom);

	juce_UseDebuggingNewOperator

private:
	String url, postData;
	StringPairArray parameters, filesToUpload, mimeTypes;
};

#endif   // __JUCE_URL_JUCEHEADER__
/*** End of inlined file: juce_URL.h ***/


#endif
#ifndef __JUCE_BUFFEREDINPUTSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_BufferedInputStream.h ***/
#ifndef __JUCE_BUFFEREDINPUTSTREAM_JUCEHEADER__
#define __JUCE_BUFFEREDINPUTSTREAM_JUCEHEADER__

/** Wraps another input stream, and reads from it using an intermediate buffer

	If you're using an input stream such as a file input stream, and making lots of
	small read accesses to it, it's probably sensible to wrap it in one of these,
	so that the source stream gets accessed in larger chunk sizes, meaning less
	work for the underlying stream.
*/
class JUCE_API  BufferedInputStream  : public InputStream
{
public:

	/** Creates a BufferedInputStream from an input source.

		@param sourceStream		 the source stream to read from
		@param bufferSize		   the size of reservoir to use to buffer the source
		@param deleteSourceWhenDestroyed	whether the sourceStream that is passed in should be
											deleted by this object when it is itself deleted.
	*/
	BufferedInputStream (InputStream* sourceStream,
						 int bufferSize,
						 bool deleteSourceWhenDestroyed);

	/** Creates a BufferedInputStream from an input source.

		@param sourceStream	 the source stream to read from - the source stream  must not
								be deleted until this object has been destroyed.
		@param bufferSize	   the size of reservoir to use to buffer the source
	*/
	BufferedInputStream (InputStream& sourceStream, int bufferSize);

	/** Destructor.

		This may also delete the source stream, if that option was chosen when the
		buffered stream was created.
	*/
	~BufferedInputStream();

	int64 getTotalLength();
	int64 getPosition();
	bool setPosition (int64 newPosition);
	int read (void* destBuffer, int maxBytesToRead);
	const String readString();
	bool isExhausted();

	juce_UseDebuggingNewOperator

private:
	InputStream* const source;
	ScopedPointer <InputStream> sourceToDelete;
	int bufferSize;
	int64 position, lastReadPos, bufferStart, bufferOverlap;
	HeapBlock <char> buffer;
	void ensureBuffered();

	BufferedInputStream (const BufferedInputStream&);
	BufferedInputStream& operator= (const BufferedInputStream&);
};

#endif   // __JUCE_BUFFEREDINPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_BufferedInputStream.h ***/


#endif
#ifndef __JUCE_FILEINPUTSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_FileInputSource.h ***/
#ifndef __JUCE_FILEINPUTSOURCE_JUCEHEADER__
#define __JUCE_FILEINPUTSOURCE_JUCEHEADER__

/**
	A type of InputSource that represents a normal file.

	@see InputSource
*/
class JUCE_API  FileInputSource	 : public InputSource
{
public:

	FileInputSource (const File& file);
	~FileInputSource();

	InputStream* createInputStream();
	InputStream* createInputStreamFor (const String& relatedItemPath);
	int64 hashCode() const;

	juce_UseDebuggingNewOperator

private:
	const File file;

	FileInputSource (const FileInputSource&);
	FileInputSource& operator= (const FileInputSource&);
};

#endif   // __JUCE_FILEINPUTSOURCE_JUCEHEADER__
/*** End of inlined file: juce_FileInputSource.h ***/


#endif
#ifndef __JUCE_GZIPCOMPRESSOROUTPUTSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_GZIPCompressorOutputStream.h ***/
#ifndef __JUCE_GZIPCOMPRESSOROUTPUTSTREAM_JUCEHEADER__
#define __JUCE_GZIPCOMPRESSOROUTPUTSTREAM_JUCEHEADER__

/**
	A stream which uses zlib to compress the data written into it.

	@see GZIPDecompressorInputStream
*/
class JUCE_API  GZIPCompressorOutputStream  : public OutputStream
{
public:

	/** Creates a compression stream.

		@param destStream			   the stream into which the compressed data should
												be written
		@param compressionLevel		 how much to compress the data, between 1 and 9, where
												1 is the fastest/lowest compression, and 9 is the
												slowest/highest compression. Any value outside this range
												indicates that a default compression level should be used.
		@param deleteDestStreamWhenDestroyed	whether or not to delete the destStream object when
												this stream is destroyed
		@param noWrap			   this is used internally by the ZipFile class
												and should be ignored by user applications
	*/
	GZIPCompressorOutputStream (OutputStream* destStream,
								int compressionLevel = 0,
								bool deleteDestStreamWhenDestroyed = false,
								bool noWrap = false);

	/** Destructor. */
	~GZIPCompressorOutputStream();

	void flush();
	int64 getPosition();
	bool setPosition (int64 newPosition);
	bool write (const void* destBuffer, int howMany);

	juce_UseDebuggingNewOperator

private:
	OutputStream* const destStream;
	ScopedPointer <OutputStream> streamToDelete;
	HeapBlock <uint8> buffer;
	class GZIPCompressorHelper;
	friend class ScopedPointer <GZIPCompressorHelper>;
	ScopedPointer <GZIPCompressorHelper> helper;
	bool doNextBlock();

	GZIPCompressorOutputStream (const GZIPCompressorOutputStream&);
	GZIPCompressorOutputStream& operator= (const GZIPCompressorOutputStream&);
};

#endif   // __JUCE_GZIPCOMPRESSOROUTPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_GZIPCompressorOutputStream.h ***/


#endif
#ifndef __JUCE_GZIPDECOMPRESSORINPUTSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_GZIPDecompressorInputStream.h ***/
#ifndef __JUCE_GZIPDECOMPRESSORINPUTSTREAM_JUCEHEADER__
#define __JUCE_GZIPDECOMPRESSORINPUTSTREAM_JUCEHEADER__

/**
	This stream will decompress a source-stream using zlib.

	Tip: if you're reading lots of small items from one of these streams, you
		 can increase the performance enormously by passing it through a
		 BufferedInputStream, so that it has to read larger blocks less often.

	@see GZIPCompressorOutputStream
*/
class JUCE_API  GZIPDecompressorInputStream  : public InputStream
{
public:

	/** Creates a decompressor stream.

		@param sourceStream		 the stream to read from
		@param deleteSourceWhenDestroyed	whether or not to delete the source stream
											when this object is destroyed
		@param noWrap			   this is used internally by the ZipFile class
											and should be ignored by user applications
		@param uncompressedStreamLength	 if the creator knows the length that the
											uncompressed stream will be, then it can supply this
											value, which will be returned by getTotalLength()
	*/
	GZIPDecompressorInputStream (InputStream* sourceStream,
								 bool deleteSourceWhenDestroyed,
								 bool noWrap = false,
								 int64 uncompressedStreamLength = -1);

	/** Creates a decompressor stream.

		@param sourceStream	 the stream to read from - the source stream must not be
								deleted until this object has been destroyed
	*/
	GZIPDecompressorInputStream (InputStream& sourceStream);

	/** Destructor. */
	~GZIPDecompressorInputStream();

	int64 getPosition();
	bool setPosition (int64 pos);
	int64 getTotalLength();
	bool isExhausted();
	int read (void* destBuffer, int maxBytesToRead);

	juce_UseDebuggingNewOperator

private:
	InputStream* const sourceStream;
	ScopedPointer <InputStream> streamToDelete;
	const int64 uncompressedStreamLength;
	const bool noWrap;
	bool isEof;
	int activeBufferSize;
	int64 originalSourcePos, currentPos;
	HeapBlock <uint8> buffer;

	class GZIPDecompressHelper;
	friend class ScopedPointer <GZIPDecompressHelper>;
	ScopedPointer <GZIPDecompressHelper> helper;

	GZIPDecompressorInputStream (const GZIPDecompressorInputStream&);
	GZIPDecompressorInputStream& operator= (const GZIPDecompressorInputStream&);
};

#endif   // __JUCE_GZIPDECOMPRESSORINPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_GZIPDecompressorInputStream.h ***/


#endif
#ifndef __JUCE_INPUTSOURCE_JUCEHEADER__

#endif
#ifndef __JUCE_INPUTSTREAM_JUCEHEADER__

#endif
#ifndef __JUCE_MEMORYINPUTSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_MemoryInputStream.h ***/
#ifndef __JUCE_MEMORYINPUTSTREAM_JUCEHEADER__
#define __JUCE_MEMORYINPUTSTREAM_JUCEHEADER__

/**
	Allows a block of data and to be accessed as a stream.

	This can either be used to refer to a shared block of memory, or can make its
	own internal copy of the data when the MemoryInputStream is created.
*/
class JUCE_API  MemoryInputStream  : public InputStream
{
public:

	/** Creates a MemoryInputStream.

		@param sourceData		   the block of data to use as the stream's source
		@param sourceDataSize	   the number of bytes in the source data block
		@param keepInternalCopyOfData   if false, the stream will just keep a pointer to
										the source data, so this data shouldn't be changed
										for the lifetime of the stream; if this parameter is
										true, the stream will make its own copy of the
										data and use that.
	*/
	MemoryInputStream (const void* sourceData,
					   size_t sourceDataSize,
					   bool keepInternalCopyOfData);

	/** Creates a MemoryInputStream.

		@param data			 a block of data to use as the stream's source
		@param keepInternalCopyOfData   if false, the stream will just keep a reference to
										the source data, so this data shouldn't be changed
										for the lifetime of the stream; if this parameter is
										true, the stream will make its own copy of the
										data and use that.
	*/
	MemoryInputStream (const MemoryBlock& data,
					   bool keepInternalCopyOfData);

	/** Destructor. */
	~MemoryInputStream();

	int64 getPosition();
	bool setPosition (int64 pos);
	int64 getTotalLength();
	bool isExhausted();
	int read (void* destBuffer, int maxBytesToRead);

	juce_UseDebuggingNewOperator

private:
	const char* data;
	size_t dataSize, position;
	MemoryBlock internalCopy;

	MemoryInputStream (const MemoryInputStream&);
	MemoryInputStream& operator= (const MemoryInputStream&);
};

#endif   // __JUCE_MEMORYINPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_MemoryInputStream.h ***/


#endif
#ifndef __JUCE_MEMORYOUTPUTSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_MemoryOutputStream.h ***/
#ifndef __JUCE_MEMORYOUTPUTSTREAM_JUCEHEADER__
#define __JUCE_MEMORYOUTPUTSTREAM_JUCEHEADER__

/**
	Writes data to an internal memory buffer, which grows as required.

	The data that was written into the stream can then be accessed later as
	a contiguous block of memory.
*/
class JUCE_API  MemoryOutputStream  : public OutputStream
{
public:

	/** Creates an empty memory stream ready for writing into.

		@param initialSize  the intial amount of capacity to allocate for writing into
	*/
	MemoryOutputStream (size_t initialSize = 256);

	/** Creates a memory stream for writing into into a pre-existing MemoryBlock object.

		Note that the destination block will always be larger than the amount of data
		that has been written to the stream, because the MemoryOutputStream keeps some
		spare capactity at its end. To trim the block's size down to fit the actual
		data, call flush(), or delete the MemoryOutputStream.

		@param memoryBlockToWriteTo		 the block into which new data will be written.
		@param appendToExistingBlockContent	 if this is true, the contents of the block will be
												kept, and new data will be appended to it. If false,
												the block will be cleared before use
	*/
	MemoryOutputStream (MemoryBlock& memoryBlockToWriteTo,
						bool appendToExistingBlockContent);

	/** Destructor.
		This will free any data that was written to it.
	*/
	~MemoryOutputStream();

	/** Returns a pointer to the data that has been written to the stream.

		@see getDataSize
	*/
	const void* getData() const throw();

	/** Returns the number of bytes of data that have been written to the stream.

		@see getData
	*/
	size_t getDataSize() const throw()		  { return size; }

	/** Resets the stream, clearing any data that has been written to it so far. */
	void reset() throw();

	/** Increases the internal storage capacity to be able to contain at least the specified
		amount of data without needing to be resized.
	*/
	void preallocate (size_t bytesToPreallocate);

	/** Returns a String created from the (UTF8) data that has been written to the stream. */
	const String toUTF8() const;

	/** Attempts to detect the encoding of the data and convert it to a string.
		@see String::createStringFromData
	*/
	const String toString() const;

	/** If the stream is writing to a user-supplied MemoryBlock, this will trim any excess
		capacity off the block, so that its length matches the amount of actual data that
		has been written so far.
	*/
	void flush();

	bool write (const void* buffer, int howMany);
	int64 getPosition()				 { return position; }
	bool setPosition (int64 newPosition);
	int writeFromInputStream (InputStream& source, int64 maxNumBytesToWrite);

	juce_UseDebuggingNewOperator

private:
	MemoryBlock& data;
	MemoryBlock internalBlock;
	size_t position, size;

	MemoryOutputStream (const MemoryOutputStream&);
	MemoryOutputStream& operator= (const MemoryOutputStream&);
};

/** Copies all the data that has been written to a MemoryOutputStream into another stream. */
OutputStream& JUCE_CALLTYPE operator<< (OutputStream& stream, const MemoryOutputStream& streamToRead);

#endif   // __JUCE_MEMORYOUTPUTSTREAM_JUCEHEADER__
/*** End of inlined file: juce_MemoryOutputStream.h ***/


#endif
#ifndef __JUCE_OUTPUTSTREAM_JUCEHEADER__

#endif
#ifndef __JUCE_SUBREGIONSTREAM_JUCEHEADER__

/*** Start of inlined file: juce_SubregionStream.h ***/
#ifndef __JUCE_SUBREGIONSTREAM_JUCEHEADER__
#define __JUCE_SUBREGIONSTREAM_JUCEHEADER__

/** Wraps another input stream, and reads from a specific part of it.

	This lets you take a subsection of a stream and present it as an entire
	stream in its own right.
*/
class JUCE_API  SubregionStream  : public InputStream
{
public:

	/** Creates a SubregionStream from an input source.

		@param sourceStream		 the source stream to read from
		@param startPositionInSourceStream  this is the position in the source stream that
											corresponds to position 0 in this stream
		@param lengthOfSourceStream	 this specifies the maximum number of bytes
											from the source stream that will be passed through
											by this stream. When the position of this stream
											exceeds lengthOfSourceStream, it will cause an end-of-stream.
											If the length passed in here is greater than the length
											of the source stream (as returned by getTotalLength()),
											then the smaller value will be used.
											Passing a negative value for this parameter means it
											will keep reading until the source's end-of-stream.
		@param deleteSourceWhenDestroyed	whether the sourceStream that is passed in should be
											deleted by this object when it is itself deleted.
	*/
	SubregionStream (InputStream* sourceStream,
					 int64 startPositionInSourceStream,
					 int64 lengthOfSourceStream,
					 bool deleteSourceWhenDestroyed);

	/** Destructor.

		This may also delete the source stream, if that option was chosen when the
		buffered stream was created.
	*/
	~SubregionStream();

	int64 getTotalLength();
	int64 getPosition();
	bool setPosition (int64 newPosition);
	int read (void* destBuffer, int maxBytesToRead);
	bool isExhausted();

	juce_UseDebuggingNewOperator

private:
	InputStream* const source;
	ScopedPointer <InputStream> sourceToDelete;
	const int64 startPositionInSourceStream, lengthOfSourceStream;

	SubregionStream (const SubregionStream&);
	SubregionStream& operator= (const SubregionStream&);
};

#endif   // __JUCE_SUBREGIONSTREAM_JUCEHEADER__
/*** End of inlined file: juce_SubregionStream.h ***/


#endif
#ifndef __JUCE_CHARACTERFUNCTIONS_JUCEHEADER__

#endif
#ifndef __JUCE_LOCALISEDSTRINGS_JUCEHEADER__

/*** Start of inlined file: juce_LocalisedStrings.h ***/
#ifndef __JUCE_LOCALISEDSTRINGS_JUCEHEADER__
#define __JUCE_LOCALISEDSTRINGS_JUCEHEADER__

/** Used in the same way as the T(text) macro, this will attempt to translate a
	string into a localised version using the LocalisedStrings class.

	@see LocalisedStrings
*/
#define TRANS(stringLiteral)	 \
	LocalisedStrings::translateWithCurrentMappings (stringLiteral)

/**
	Used to convert strings to localised foreign-language versions.

	This is basically a look-up table of strings and their translated equivalents.
	It can be loaded from a text file, so that you can supply a set of localised
	versions of strings that you use in your app.

	To use it in your code, simply call the translate() method on each string that
	might have foreign versions, and if none is found, the method will just return
	the original string.

	The translation file should start with some lines specifying a description of
	the language it contains, and also a list of ISO country codes where it might
	be appropriate to use the file. After that, each line of the file should contain
	a pair of quoted strings with an '=' sign.

	E.g. for a french translation, the file might be:

	@code
	language: French
	countries: fr be mc ch lu

	"hello" = "bonjour"
	"goodbye" = "au revoir"
	@endcode

	If the strings need to contain a quote character, they can use '\"' instead, and
	if the first non-whitespace character on a line isn't a quote, then it's ignored,
	(you can use this to add comments).

	Note that this is a singleton class, so don't create or destroy the object directly.
	There's also a TRANS(text) macro defined to make it easy to use the this.

	E.g. @code
	printSomething (TRANS("hello"));
	@endcode

	This macro is used in the Juce classes themselves, so your application has a chance to
	intercept and translate any internal Juce text strings that might be shown. (You can easily
	get a list of all the messages by searching for the TRANS() macro in the Juce source
	code).
*/
class JUCE_API  LocalisedStrings
{
public:

	/** Creates a set of translations from the text of a translation file.

		When you create one of these, you can call setCurrentMappings() to make it
		the set of mappings that the system's using.
	*/
	LocalisedStrings (const String& fileContents);

	/** Creates a set of translations from a file.

		When you create one of these, you can call setCurrentMappings() to make it
		the set of mappings that the system's using.
	*/
	LocalisedStrings (const File& fileToLoad);

	/** Destructor. */
	~LocalisedStrings();

	/** Selects the current set of mappings to be used by the system.

		The object you pass in will be automatically deleted when no longer needed, so
		don't keep a pointer to it. You can also pass in zero to remove the current
		mappings.

		See also the TRANS() macro, which uses the current set to do its translation.

		@see translateWithCurrentMappings
	*/
	static void setCurrentMappings (LocalisedStrings* newTranslations);

	/** Returns the currently selected set of mappings.

		This is the object that was last passed to setCurrentMappings(). It may
		be 0 if none has been created.
	*/
	static LocalisedStrings* getCurrentMappings();

	/** Tries to translate a string using the currently selected set of mappings.

		If no mapping has been set, or if the mapping doesn't contain a translation
		for the string, this will just return the original string.

		See also the TRANS() macro, which uses this method to do its translation.

		@see setCurrentMappings, getCurrentMappings
	*/
	static const String translateWithCurrentMappings (const String& text);

	/** Tries to translate a string using the currently selected set of mappings.

		If no mapping has been set, or if the mapping doesn't contain a translation
		for the string, this will just return the original string.

		See also the TRANS() macro, which uses this method to do its translation.

		@see setCurrentMappings, getCurrentMappings
	*/
	static const String translateWithCurrentMappings (const char* text);

	/** Attempts to look up a string and return its localised version.

		If the string isn't found in the list, the original string will be returned.
	*/
	const String translate (const String& text) const;

	/** Returns the name of the language specified in the translation file.

		This is specified in the file using a line starting with "language:", e.g.
		@code
		language: german
		@endcode
	*/
	const String getLanguageName() const			{ return languageName; }

	/** Returns the list of suitable country codes listed in the translation file.

		These is specified in the file using a line starting with "countries:", e.g.
		@code
		countries: fr be mc ch lu
		@endcode

		The country codes are supposed to be 2-character ISO complient codes.
	*/
	const StringArray getCountryCodes() const		   { return countryCodes; }

	/** Indicates whether to use a case-insensitive search when looking up a string.
		This defaults to true.
	*/
	void setIgnoresCase (bool shouldIgnoreCase);

	juce_UseDebuggingNewOperator

private:
	String languageName;
	StringArray countryCodes;
	StringPairArray translations;

	void loadFromText (const String& fileContents);
};

#endif   // __JUCE_LOCALISEDSTRINGS_JUCEHEADER__
/*** End of inlined file: juce_LocalisedStrings.h ***/


#endif
#ifndef __JUCE_STRING_JUCEHEADER__

#endif
#ifndef __JUCE_STRINGARRAY_JUCEHEADER__

#endif
#ifndef __JUCE_STRINGPAIRARRAY_JUCEHEADER__

#endif
#ifndef __JUCE_STRINGPOOL_JUCEHEADER__

#endif
#ifndef __JUCE_XMLDOCUMENT_JUCEHEADER__

/*** Start of inlined file: juce_XmlDocument.h ***/
#ifndef __JUCE_XMLDOCUMENT_JUCEHEADER__
#define __JUCE_XMLDOCUMENT_JUCEHEADER__

/**
	Parses a text-based XML document and creates an XmlElement object from it.

	The parser will parse DTDs to load external entities but won't
	check the document for validity against the DTD.

	e.g.
	@code

	XmlDocument myDocument (File ("myfile.xml"));
	XmlElement* mainElement = myDocument.getDocumentElement();

	if (mainElement == 0)
	{
		String error = myDocument.getLastParseError();
	}
	else
	{
		..use the element
	}

	@endcode

	Or you can use the static helper methods for quick parsing..

	@code
	XmlElement* xml = XmlDocument::parse (myXmlFile);

	if (xml != 0 && xml->hasTagName ("foobar"))
	{
		...etc
	@endcode

	@see XmlElement
*/
class JUCE_API  XmlDocument
{
public:

	/** Creates an XmlDocument from the xml text.
		The text doesn't actually get parsed until the getDocumentElement() method is called.
	*/
	XmlDocument (const String& documentText);

	/** Creates an XmlDocument from a file.
		The text doesn't actually get parsed until the getDocumentElement() method is called.
	*/
	XmlDocument (const File& file);

	/** Destructor. */
	~XmlDocument();

	/** Creates an XmlElement object to represent the main document node.

		This method will do the actual parsing of the text, and if there's a
		parse error, it may returns 0 (and you can find out the error using
		the getLastParseError() method).

		See also the parse() methods, which provide a shorthand way to quickly
		parse a file or string.

		@param onlyReadOuterDocumentElement	 if true, the parser will only read the
												first section of the file, and will only
												return the outer document element - this
												allows quick checking of large files to
												see if they contain the correct type of
												tag, without having to parse the entire file
		@returns	a new XmlElement which the caller will need to delete, or null if
					there was an error.
		@see getLastParseError
	*/
	XmlElement* getDocumentElement (bool onlyReadOuterDocumentElement = false);

	/** Returns the parsing error that occurred the last time getDocumentElement was called.

		@returns the error, or an empty string if there was no error.
	*/
	const String& getLastParseError() const throw();

	/** Sets an input source object to use for parsing documents that reference external entities.

		If the document has been created from a file, this probably won't be needed, but
		if you're parsing some text and there might be a DTD that references external
		files, you may need to create a custom input source that can retrieve the
		other files it needs.

		The object that is passed-in will be deleted automatically when no longer needed.

		@see InputSource
	*/
	void setInputSource (InputSource* newSource) throw();

	/** Sets a flag to change the treatment of empty text elements.

		If this is true (the default state), then any text elements that contain only
		whitespace characters will be ingored during parsing. If you need to catch
		whitespace-only text, then you should set this to false before calling the
		getDocumentElement() method.
	*/
	void setEmptyTextElementsIgnored (bool shouldBeIgnored) throw();

	/** A handy static method that parses a file.
		This is a shortcut for creating an XmlDocument object and calling getDocumentElement() on it.
		@returns	a new XmlElement which the caller will need to delete, or null if there was an error.
	*/
	static XmlElement* parse (const File& file);

	/** A handy static method that parses some XML data.
		This is a shortcut for creating an XmlDocument object and calling getDocumentElement() on it.
		@returns	a new XmlElement which the caller will need to delete, or null if there was an error.
	*/
	static XmlElement* parse (const String& xmlData);

	juce_UseDebuggingNewOperator

private:
	String originalText;
	const juce_wchar* input;
	bool outOfData, errorOccurred;

	String lastError, dtdText;
	StringArray tokenisedDTD;
	bool needToLoadDTD, ignoreEmptyTextElements;
	ScopedPointer <InputSource> inputSource;

	void setLastError (const String& desc, bool carryOn);
	void skipHeader();
	void skipNextWhiteSpace();
	juce_wchar readNextChar() throw();
	XmlElement* readNextElement (bool alsoParseSubElements);
	void readChildElements (XmlElement* parent);
	int findNextTokenLength() throw();
	void readQuotedString (String& result);
	void readEntity (String& result);

	const String getFileContents (const String& filename) const;
	const String expandEntity (const String& entity);
	const String expandExternalEntity (const String& entity);
	const String getParameterEntity (const String& entity);

	XmlDocument (const XmlDocument&);
	XmlDocument& operator= (const XmlDocument&);
};

#endif   // __JUCE_XMLDOCUMENT_JUCEHEADER__
/*** End of inlined file: juce_XmlDocument.h ***/


#endif
#ifndef __JUCE_XMLELEMENT_JUCEHEADER__

#endif
#ifndef __JUCE_CRITICALSECTION_JUCEHEADER__

#endif
#ifndef __JUCE_INTERPROCESSLOCK_JUCEHEADER__

/*** Start of inlined file: juce_InterProcessLock.h ***/
#ifndef __JUCE_INTERPROCESSLOCK_JUCEHEADER__
#define __JUCE_INTERPROCESSLOCK_JUCEHEADER__

/**
	Acts as a critical section which processes can use to block each other.

	@see CriticalSection
*/
class JUCE_API  InterProcessLock
{
public:

	/** Creates a lock object.

		@param name	 a name that processes will use to identify this lock object
	*/
	explicit InterProcessLock (const String& name);

	/** Destructor.

		This will also release the lock if it's currently held by this process.
	*/
	~InterProcessLock();

	/** Attempts to lock the critical section.

		@param timeOutMillisecs	 how many milliseconds to wait if the lock
									is already held by another process - a value of
									0 will return immediately, negative values will wait
									forever
		@returns	true if the lock could be gained within the timeout period, or
					false if the timeout expired.
	*/
	bool enter (int timeOutMillisecs = -1);

	/** Releases the lock if it's currently held by this process.
	*/
	void exit();

	/**
		Automatically locks and unlocks an InterProcessLock object.

		This works like a ScopedLock, but using an InterprocessLock rather than
		a CriticalSection.

		@see ScopedLock
	*/
	class ScopedLockType
	{
	public:

		/** Creates a scoped lock.

			As soon as it is created, this will lock the InterProcessLock, and
			when the ScopedLockType object is deleted, the InterProcessLock will
			be unlocked.

			Note that since an InterprocessLock can fail due to errors, you should check
			isLocked() to make sure that the lock was successful before using it.

			Make sure this object is created and deleted by the same thread,
			otherwise there are no guarantees what will happen! Best just to use it
			as a local stack object, rather than creating one with the new() operator.
		*/
		explicit ScopedLockType (InterProcessLock& lock)			: lock_ (lock) { lockWasSuccessful = lock.enter(); }

		/** Destructor.

			The InterProcessLock will be unlocked when the destructor is called.

			Make sure this object is created and deleted by the same thread,
			otherwise there are no guarantees what will happen!
		*/
		inline ~ScopedLockType()						{ lock_.exit(); }

		/** Returns true if the InterProcessLock was successfully locked. */
		bool isLocked() const throw()					   { return lockWasSuccessful; }

	private:

		InterProcessLock& lock_;
		bool lockWasSuccessful;

		ScopedLockType (const ScopedLockType&);
		ScopedLockType& operator= (const ScopedLockType&);
	};

	juce_UseDebuggingNewOperator

private:

	class Pimpl;
	friend class ScopedPointer <Pimpl>;
	ScopedPointer <Pimpl> pimpl;

	CriticalSection lock;
	String name;

	InterProcessLock (const InterProcessLock&);
	InterProcessLock& operator= (const InterProcessLock&);
};

#endif   // __JUCE_INTERPROCESSLOCK_JUCEHEADER__
/*** End of inlined file: juce_InterProcessLock.h ***/


#endif
#ifndef __JUCE_PROCESS_JUCEHEADER__

/*** Start of inlined file: juce_Process.h ***/
#ifndef __JUCE_PROCESS_JUCEHEADER__
#define __JUCE_PROCESS_JUCEHEADER__

/** Represents the current executable's process.

	This contains methods for controlling the current application at the
	process-level.

	@see Thread, JUCEApplication
*/
class JUCE_API  Process
{
public:

	enum ProcessPriority
	{
		LowPriority	 = 0,
		NormalPriority	  = 1,
		HighPriority	= 2,
		RealtimePriority	= 3
	};

	/** Changes the current process's priority.

		@param priority	 the process priority, where
							0=low, 1=normal, 2=high, 3=realtime
	*/
	static void setPriority (const ProcessPriority priority);

	/** Kills the current process immediately.

		This is an emergency process terminator that kills the application
		immediately - it's intended only for use only when something goes
		horribly wrong.

		@see JUCEApplication::quit
	*/
	static void terminate();

	/** Returns true if this application process is the one that the user is
		currently using.
	*/
	static bool isForegroundProcess();

	/** Raises the current process's privilege level.

		Does nothing if this isn't supported by the current OS, or if process
		privilege level is fixed.
	*/
	static void raisePrivilege();

	/** Lowers the current process's privilege level.

		Does nothing if this isn't supported by the current OS, or if process
		privilege level is fixed.
	*/
	static void lowerPrivilege();

	/** Returns true if this process is being hosted by a debugger.
	*/
	static bool JUCE_CALLTYPE isRunningUnderDebugger();

private:
	Process();
	Process (const Process&);
	Process& operator= (const Process&);
};

#endif   // __JUCE_PROCESS_JUCEHEADER__
/*** End of inlined file: juce_Process.h ***/


#endif
#ifndef __JUCE_READWRITELOCK_JUCEHEADER__

/*** Start of inlined file: juce_ReadWriteLock.h ***/
#ifndef __JUCE_READWRITELOCK_JUCEHEADER__
#define __JUCE_READWRITELOCK_JUCEHEADER__


/*** Start of inlined file: juce_WaitableEvent.h ***/
#ifndef __JUCE_WAITABLEEVENT_JUCEHEADER__
#define __JUCE_WAITABLEEVENT_JUCEHEADER__

/**
	Allows threads to wait for events triggered by other threads.

	A thread can call wait() on a WaitableObject, and this will suspend the
	calling thread until another thread wakes it up by calling the signal()
	method.
*/
class JUCE_API  WaitableEvent
{
public:

	/** Creates a WaitableEvent object.

		@param manualReset  If this is false, the event will be reset automatically when the wait()
							method is called. If manualReset is true, then once the event is signalled,
							the only way to reset it will be by calling the reset() method.
	*/
	WaitableEvent (bool manualReset = false) throw();

	/** Destructor.

		If other threads are waiting on this object when it gets deleted, this
		can cause nasty errors, so be careful!
	*/
	~WaitableEvent() throw();

	/** Suspends the calling thread until the event has been signalled.

		This will wait until the object's signal() method is called by another thread,
		or until the timeout expires.

		After the event has been signalled, this method will return true and if manualReset
		was set to false in the WaitableEvent's constructor, then the event will be reset.

		@param timeOutMilliseconds  the maximum time to wait, in milliseconds. A negative
									value will cause it to wait forever.

		@returns	true if the object has been signalled, false if the timeout expires first.
		@see signal, reset
	*/
	bool wait (int timeOutMilliseconds = -1) const throw();

	/** Wakes up any threads that are currently waiting on this object.

		If signal() is called when nothing is waiting, the next thread to call wait()
		will return immediately and reset the signal.

		@see wait, reset
	*/
	void signal() const throw();

	/** Resets the event to an unsignalled state.

		If it's not already signalled, this does nothing.
	*/
	void reset() const throw();

	juce_UseDebuggingNewOperator

private:
	void* internal;

	WaitableEvent (const WaitableEvent&);
	WaitableEvent& operator= (const WaitableEvent&);
};

#endif   // __JUCE_WAITABLEEVENT_JUCEHEADER__
/*** End of inlined file: juce_WaitableEvent.h ***/


/*** Start of inlined file: juce_Thread.h ***/
#ifndef __JUCE_THREAD_JUCEHEADER__
#define __JUCE_THREAD_JUCEHEADER__

/**
	Encapsulates a thread.

	Subclasses derive from Thread and implement the run() method, in which they
	do their business. The thread can then be started with the startThread() method
	and controlled with various other methods.

	This class also contains some thread-related static methods, such
	as sleep(), yield(), getCurrentThreadId() etc.

	@see CriticalSection, WaitableEvent, Process, ThreadWithProgressWindow,
		 MessageManagerLock
*/
class JUCE_API  Thread
{
public:

	/**
		Creates a thread.

		When first created, the thread is not running. Use the startThread()
		method to start it.
	*/
	explicit Thread (const String& threadName);

	/** Destructor.

		Deleting a Thread object that is running will only give the thread a
		brief opportunity to stop itself cleanly, so it's recommended that you
		should always call stopThread() with a decent timeout before deleting,
		to avoid the thread being forcibly killed (which is a Bad Thing).
	*/
	virtual ~Thread();

	/** Must be implemented to perform the thread's actual code.

		Remember that the thread must regularly check the threadShouldExit()
		method whilst running, and if this returns true it should return from
		the run() method as soon as possible to avoid being forcibly killed.

		@see threadShouldExit, startThread
	*/
	virtual void run() = 0;

	// Thread control functions..

	/** Starts the thread running.

		This will start the thread's run() method.
		(if it's already started, startThread() won't do anything).

		@see stopThread
	*/
	void startThread();

	/** Starts the thread with a given priority.

		Launches the thread with a given priority, where 0 = lowest, 10 = highest.
		If the thread is already running, its priority will be changed.

		@see startThread, setPriority
	*/
	void startThread (int priority);

	/** Attempts to stop the thread running.

		This method will cause the threadShouldExit() method to return true
		and call notify() in case the thread is currently waiting.

		Hopefully the thread will then respond to this by exiting cleanly, and
		the stopThread method will wait for a given time-period for this to
		happen.

		If the thread is stuck and fails to respond after the time-out, it gets
		forcibly killed, which is a very bad thing to happen, as it could still
		be holding locks, etc. which are needed by other parts of your program.

		@param timeOutMilliseconds  The number of milliseconds to wait for the
									thread to finish before killing it by force. A negative
									value in here will wait forever.
		@see signalThreadShouldExit, threadShouldExit, waitForThreadToExit, isThreadRunning
	*/
	void stopThread (int timeOutMilliseconds);

	/** Returns true if the thread is currently active */
	bool isThreadRunning() const;

	/** Sets a flag to tell the thread it should stop.

		Calling this means that the threadShouldExit() method will then return true.
		The thread should be regularly checking this to see whether it should exit.

		If your thread makes use of wait(), you might want to call notify() after calling
		this method, to interrupt any waits that might be in progress, and allow it
		to reach a point where it can exit.

		@see threadShouldExit
		@see waitForThreadToExit
	*/
	void signalThreadShouldExit();

	/** Checks whether the thread has been told to stop running.

		Threads need to check this regularly, and if it returns true, they should
		return from their run() method at the first possible opportunity.

		@see signalThreadShouldExit
	*/
	inline bool threadShouldExit() const		{ return threadShouldExit_; }

	/** Waits for the thread to stop.

		This will waits until isThreadRunning() is false or until a timeout expires.

		@param timeOutMilliseconds  the time to wait, in milliseconds. If this value
									is less than zero, it will wait forever.
		@returns	true if the thread exits, or false if the timeout expires first.
	*/
	bool waitForThreadToExit (int timeOutMilliseconds) const;

	/** Changes the thread's priority.
		May return false if for some reason the priority can't be changed.

		@param priority	 the new priority, in the range 0 (lowest) to 10 (highest). A priority
							of 5 is normal.
	*/
	bool setPriority (int priority);

	/** Changes the priority of the caller thread.

		Similar to setPriority(), but this static method acts on the caller thread.
		May return false if for some reason the priority can't be changed.

		@see setPriority
	*/
	static bool setCurrentThreadPriority (int priority);

	/** Sets the affinity mask for the thread.

		This will only have an effect next time the thread is started - i.e. if the
		thread is already running when called, it'll have no effect.

		@see setCurrentThreadAffinityMask
	*/
	void setAffinityMask (uint32 affinityMask);

	/** Changes the affinity mask for the caller thread.

		This will change the affinity mask for the thread that calls this static method.

		@see setAffinityMask
	*/
	static void setCurrentThreadAffinityMask (uint32 affinityMask);

	// this can be called from any thread that needs to pause..
	static void JUCE_CALLTYPE sleep (int milliseconds);

	/** Yields the calling thread's current time-slot. */
	static void JUCE_CALLTYPE yield();

	/** Makes the thread wait for a notification.

		This puts the thread to sleep until either the timeout period expires, or
		another thread calls the notify() method to wake it up.

		A negative time-out value means that the method will wait indefinitely.

		@returns	true if the event has been signalled, false if the timeout expires.
	*/
	bool wait (int timeOutMilliseconds) const;

	/** Wakes up the thread.

		If the thread has called the wait() method, this will wake it up.

		@see wait
	*/
	void notify() const;

	/** A value type used for thread IDs.
		@see getCurrentThreadId(), getThreadId()
	*/
	typedef void* ThreadID;

	/** Returns an id that identifies the caller thread.

		To find the ID of a particular thread object, use getThreadId().

		@returns	a unique identifier that identifies the calling thread.
		@see getThreadId
	*/
	static ThreadID getCurrentThreadId();

	/** Finds the thread object that is currently running.

		Note that the main UI thread (or other non-Juce threads) don't have a Thread
		object associated with them, so this will return 0.
	*/
	static Thread* getCurrentThread();

	/** Returns the ID of this thread.

		That means the ID of this thread object - not of the thread that's calling the method.

		This can change when the thread is started and stopped, and will be invalid if the
		thread's not actually running.

		@see getCurrentThreadId
	*/
	ThreadID getThreadId() const throw()				{ return threadId_; }

	/** Returns the name of the thread.

		This is the name that gets set in the constructor.
	*/
	const String getThreadName() const				  { return threadName_; }

	/** Returns the number of currently-running threads.

		@returns  the number of Thread objects known to be currently running.
		@see stopAllThreads
	*/
	static int getNumRunningThreads();

	/** Tries to stop all currently-running threads.

		This will attempt to stop all the threads known to be running at the moment.
	*/
	static void stopAllThreads (int timeoutInMillisecs);

	juce_UseDebuggingNewOperator

private:
	const String threadName_;
	void* volatile threadHandle_;
	CriticalSection startStopLock;
	WaitableEvent startSuspensionEvent_, defaultEvent_;

	int threadPriority_;
	ThreadID threadId_;
	uint32 affinityMask_;
	bool volatile threadShouldExit_;

	friend void JUCE_API juce_threadEntryPoint (void*);
	static void threadEntryPoint (Thread* thread);
	static Array<Thread*> runningThreads;
	static CriticalSection runningThreadsLock;

	Thread (const Thread&);
	Thread& operator= (const Thread&);
};

#endif   // __JUCE_THREAD_JUCEHEADER__
/*** End of inlined file: juce_Thread.h ***/

/**
	A critical section that allows multiple simultaneous readers.

	Features of this type of lock are:

	- Multiple readers can hold the lock at the same time, but only one writer
	  can hold it at once.
	- Writers trying to gain the lock will be blocked until all readers and writers
	  have released it
	- Readers trying to gain the lock while a writer is waiting to acquire it will be
	  blocked until the writer has obtained and released it
	- If a thread already has a read lock and tries to obtain a write lock, it will succeed if
	  there are no other readers
	- If a thread already has the write lock and tries to obtain a read lock, this will succeed.
	- Recursive locking is supported.

	@see ScopedReadLock, ScopedWriteLock, CriticalSection
*/
class JUCE_API  ReadWriteLock
{
public:

	/**
		Creates a ReadWriteLock object.
	*/
	ReadWriteLock() throw();

	/** Destructor.

		If the object is deleted whilst locked, any subsequent behaviour
		is unpredictable.
	*/
	~ReadWriteLock() throw();

	/** Locks this object for reading.

		Multiple threads can simulaneously lock the object for reading, but if another
		thread has it locked for writing, then this will block until it releases the
		lock.

		@see exitRead, ScopedReadLock
	*/
	void enterRead() const throw();

	/** Releases the read-lock.

		If the caller thread hasn't got the lock, this can have unpredictable results.

		If the enterRead() method has been called multiple times by the thread, each
		call must be matched by a call to exitRead() before other threads will be allowed
		to take over the lock.

		@see enterRead, ScopedReadLock
	*/
	void exitRead() const throw();

	/** Locks this object for writing.

		This will block until any other threads that have it locked for reading or
		writing have released their lock.

		@see exitWrite, ScopedWriteLock
	*/
	void enterWrite() const throw();

	/** Tries to lock this object for writing.

		This is like enterWrite(), but doesn't block - it returns true if it manages
		to obtain the lock.

		@see enterWrite
	*/
	bool tryEnterWrite() const throw();

	/** Releases the write-lock.

		If the caller thread hasn't got the lock, this can have unpredictable results.

		If the enterWrite() method has been called multiple times by the thread, each
		call must be matched by a call to exit() before other threads will be allowed
		to take over the lock.

		@see enterWrite, ScopedWriteLock
	*/
	void exitWrite() const throw();

	juce_UseDebuggingNewOperator

private:

	CriticalSection accessLock;
	WaitableEvent waitEvent;
	mutable int numWaitingWriters, numWriters;
	mutable Thread::ThreadID writerThreadId;
	mutable Array <Thread::ThreadID> readerThreads;

	ReadWriteLock (const ReadWriteLock&);
	ReadWriteLock& operator= (const ReadWriteLock&);
};

#endif   // __JUCE_READWRITELOCK_JUCEHEADER__
/*** End of inlined file: juce_ReadWriteLock.h ***/


#endif
#ifndef __JUCE_SCOPEDLOCK_JUCEHEADER__

#endif
#ifndef __JUCE_SCOPEDREADLOCK_JUCEHEADER__

/*** Start of inlined file: juce_ScopedReadLock.h ***/
#ifndef __JUCE_SCOPEDREADLOCK_JUCEHEADER__
#define __JUCE_SCOPEDREADLOCK_JUCEHEADER__

/**
	Automatically locks and unlocks a ReadWriteLock object.

	Use one of these as a local variable to control access to a ReadWriteLock.

	e.g. @code

	ReadWriteLock myLock;

	for (;;)
	{
		const ScopedReadLock myScopedLock (myLock);
		// myLock is now locked

		...do some stuff...

		// myLock gets unlocked here.
	}
	@endcode

	@see ReadWriteLock, ScopedWriteLock
*/
class JUCE_API  ScopedReadLock
{
public:

	/** Creates a ScopedReadLock.

		As soon as it is created, this will call ReadWriteLock::enterRead(), and
		when the ScopedReadLock object is deleted, the ReadWriteLock will
		be unlocked.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen! Best just to use it
		as a local stack object, rather than creating one with the new() operator.
	*/
	inline explicit ScopedReadLock (const ReadWriteLock& lock) throw()	: lock_ (lock) { lock.enterRead(); }

	/** Destructor.

		The ReadWriteLock's exitRead() method will be called when the destructor is called.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen!
	*/
	inline ~ScopedReadLock() throw()					  { lock_.exitRead(); }

private:

	const ReadWriteLock& lock_;

	ScopedReadLock (const ScopedReadLock&);
	ScopedReadLock& operator= (const ScopedReadLock&);
};

#endif   // __JUCE_SCOPEDREADLOCK_JUCEHEADER__
/*** End of inlined file: juce_ScopedReadLock.h ***/


#endif
#ifndef __JUCE_SCOPEDTRYLOCK_JUCEHEADER__

/*** Start of inlined file: juce_ScopedTryLock.h ***/
#ifndef __JUCE_SCOPEDTRYLOCK_JUCEHEADER__
#define __JUCE_SCOPEDTRYLOCK_JUCEHEADER__

/**
	Automatically tries to lock and unlock a CriticalSection object.

	Use one of these as a local variable to control access to a CriticalSection.

	e.g. @code

	CriticalSection myCriticalSection;

	for (;;)
	{
		const ScopedTryLock myScopedTryLock (myCriticalSection);

		// Unlike using a ScopedLock, this may fail to actually get the lock, so you
		// should test this with the isLocked() method before doing your thread-unsafe
		// action..
		if (myScopedTryLock.isLocked())
		{
		   ...do some stuff...
		}
		else
		{
			..our attempt at locking failed because another thread had already locked it..
		}

		// myCriticalSection gets unlocked here (if it was locked)
	}
	@endcode

	@see CriticalSection::tryEnter, ScopedLock, ScopedUnlock, ScopedReadLock
*/
class JUCE_API  ScopedTryLock
{
public:

	/** Creates a ScopedTryLock.

		As soon as it is created, this will try to lock the CriticalSection, and
		when the ScopedTryLock object is deleted, the CriticalSection will
		be unlocked if the lock was successful.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen! Best just to use it
		as a local stack object, rather than creating one with the new() operator.
	*/
	inline explicit ScopedTryLock (const CriticalSection& lock) throw()   : lock_ (lock), lockWasSuccessful (lock.tryEnter()) {}

	/** Destructor.

		The CriticalSection will be unlocked (if locked) when the destructor is called.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen!
	*/
	inline ~ScopedTryLock() throw()					   { if (lockWasSuccessful) lock_.exit(); }

	/** Returns true if the CriticalSection was successfully locked. */
	bool isLocked() const throw()					 { return lockWasSuccessful; }

private:

	const CriticalSection& lock_;
	const bool lockWasSuccessful;

	ScopedTryLock (const ScopedTryLock&);
	ScopedTryLock& operator= (const ScopedTryLock&);
};

#endif   // __JUCE_SCOPEDTRYLOCK_JUCEHEADER__
/*** End of inlined file: juce_ScopedTryLock.h ***/


#endif
#ifndef __JUCE_SCOPEDWRITELOCK_JUCEHEADER__

/*** Start of inlined file: juce_ScopedWriteLock.h ***/
#ifndef __JUCE_SCOPEDWRITELOCK_JUCEHEADER__
#define __JUCE_SCOPEDWRITELOCK_JUCEHEADER__

/**
	Automatically locks and unlocks a ReadWriteLock object.

	Use one of these as a local variable to control access to a ReadWriteLock.

	e.g. @code

	ReadWriteLock myLock;

	for (;;)
	{
		const ScopedWriteLock myScopedLock (myLock);
		// myLock is now locked

		...do some stuff...

		// myLock gets unlocked here.
	}
	@endcode

	@see ReadWriteLock, ScopedReadLock
*/
class JUCE_API  ScopedWriteLock
{
public:

	/** Creates a ScopedWriteLock.

		As soon as it is created, this will call ReadWriteLock::enterWrite(), and
		when the ScopedWriteLock object is deleted, the ReadWriteLock will
		be unlocked.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen! Best just to use it
		as a local stack object, rather than creating one with the new() operator.
	*/
	inline explicit ScopedWriteLock (const ReadWriteLock& lock) throw() : lock_ (lock) { lock.enterWrite(); }

	/** Destructor.

		The ReadWriteLock's exitWrite() method will be called when the destructor is called.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen!
	*/
	inline ~ScopedWriteLock() throw()				   { lock_.exitWrite(); }

private:

	const ReadWriteLock& lock_;

	ScopedWriteLock (const ScopedWriteLock&);
	ScopedWriteLock& operator= (const ScopedWriteLock&);
};

#endif   // __JUCE_SCOPEDWRITELOCK_JUCEHEADER__
/*** End of inlined file: juce_ScopedWriteLock.h ***/


#endif
#ifndef __JUCE_THREAD_JUCEHEADER__

#endif
#ifndef __JUCE_THREADPOOL_JUCEHEADER__

/*** Start of inlined file: juce_ThreadPool.h ***/
#ifndef __JUCE_THREADPOOL_JUCEHEADER__
#define __JUCE_THREADPOOL_JUCEHEADER__

class ThreadPool;
class ThreadPoolThread;

/**
	A task that is executed by a ThreadPool object.

	A ThreadPool keeps a list of ThreadPoolJob objects which are executed by
	its threads.

	The runJob() method needs to be implemented to do the task, and if the code that
	does the work takes a significant time to run, it must keep checking the shouldExit()
	method to see if something is trying to interrupt the job. If shouldExit() returns
	true, the runJob() method must return immediately.

	@see ThreadPool, Thread
*/
class JUCE_API  ThreadPoolJob
{
public:

	/** Creates a thread pool job object.

		After creating your job, add it to a thread pool with ThreadPool::addJob().
	*/
	explicit ThreadPoolJob (const String& name);

	/** Destructor. */
	virtual ~ThreadPoolJob();

	/** Returns the name of this job.
		@see setJobName
	*/
	const String getJobName() const;

	/** Changes the job's name.
		@see getJobName
	*/
	void setJobName (const String& newName);

	/** These are the values that can be returned by the runJob() method.
	*/
	enum JobStatus
	{
		jobHasFinished = 0,	 /**< indicates that the job has finished and can be
									 removed from the pool. */

		jobHasFinishedAndShouldBeDeleted,  /**< indicates that the job has finished and that it
												should be automatically deleted by the pool. */

		jobNeedsRunningAgain	/**< indicates that the job would like to be called
									 again when a thread is free. */
	};

	/** Peforms the actual work that this job needs to do.

		Your subclass must implement this method, in which is does its work.

		If the code in this method takes a significant time to run, it must repeatedly check
		the shouldExit() method to see if something is trying to interrupt the job.
		If shouldExit() ever returns true, the runJob() method must return immediately.

		If this method returns jobHasFinished, then the job will be removed from the pool
		immediately. If it returns jobNeedsRunningAgain, then the job will be left in the
		pool and will get a chance to run again as soon as a thread is free.

		@see shouldExit()
	*/
	virtual JobStatus runJob() = 0;

	/** Returns true if this job is currently running its runJob() method. */
	bool isRunning() const		  { return isActive; }

	/** Returns true if something is trying to interrupt this job and make it stop.

		Your runJob() method must call this whenever it gets a chance, and if it ever
		returns true, the runJob() method must return immediately.

		@see signalJobShouldExit()
	*/
	bool shouldExit() const		 { return shouldStop; }

	/** Calling this will cause the shouldExit() method to return true, and the job
		should (if it's been implemented correctly) stop as soon as possible.

		@see shouldExit()
	*/
	void signalJobShouldExit();

	juce_UseDebuggingNewOperator

private:
	friend class ThreadPool;
	friend class ThreadPoolThread;
	String jobName;
	ThreadPool* pool;
	bool shouldStop, isActive, shouldBeDeleted;

	ThreadPoolJob (const ThreadPoolJob&);
	ThreadPoolJob& operator= (const ThreadPoolJob&);
};

/**
	A set of threads that will run a list of jobs.

	When a ThreadPoolJob object is added to the ThreadPool's list, its run() method
	will be called by the next pooled thread that becomes free.

	@see ThreadPoolJob, Thread
*/
class JUCE_API  ThreadPool
{
public:

	/** Creates a thread pool.

		Once you've created a pool, you can give it some things to do with the addJob()
		method.

		@param numberOfThreads		  the maximum number of actual threads to run.
		@param startThreadsOnlyWhenNeeded   if this is true, then no threads will be started
											until there are some jobs to run. If false, then
											all the threads will be fired-up immediately so that
											they're ready for action
		@param stopThreadsWhenNotUsedTimeoutMs  if this timeout is > 0, then if any threads have been
											inactive for this length of time, they will automatically
											be stopped until more jobs come along and they're needed
	*/
	ThreadPool (int numberOfThreads,
				bool startThreadsOnlyWhenNeeded = true,
				int stopThreadsWhenNotUsedTimeoutMs = 5000);

	/** Destructor.

		This will attempt to remove all the jobs before deleting, but if you want to
		specify a timeout, you should call removeAllJobs() explicitly before deleting
		the pool.
	*/
	~ThreadPool();

	/** A callback class used when you need to select which ThreadPoolJob objects are suitable
		for some kind of operation.
		@see ThreadPool::removeAllJobs
	*/
	class JUCE_API  JobSelector
	{
	public:
		virtual ~JobSelector() {}

		/** Should return true if the specified thread matches your criteria for whatever
			operation that this object is being used for.

			Any implementation of this method must be extremely fast and thread-safe!
		*/
		virtual bool isJobSuitable (ThreadPoolJob* job) = 0;
	};

	/** Adds a job to the queue.

		Once a job has been added, then the next time a thread is free, it will run
		the job's ThreadPoolJob::runJob() method. Depending on the return value of the
		runJob() method, the pool will either remove the job from the pool or add it to
		the back of the queue to be run again.
	*/
	void addJob (ThreadPoolJob* job);

	/** Tries to remove a job from the pool.

		If the job isn't yet running, this will simply remove it. If it is running, it
		will wait for it to finish.

		If the timeout period expires before the job finishes running, then the job will be
		left in the pool and this will return false. It returns true if the job is sucessfully
		stopped and removed.

		@param job		  the job to remove
		@param interruptIfRunning   if true, then if the job is currently busy, its
									ThreadPoolJob::signalJobShouldExit() method will be called to try
									to interrupt it. If false, then if the job will be allowed to run
									until it stops normally (or the timeout expires)
		@param timeOutMilliseconds  the length of time this method should wait for the job to finish
									before giving up and returning false
	*/
	bool removeJob (ThreadPoolJob* job,
					bool interruptIfRunning,
					int timeOutMilliseconds);

	/** Tries to remove all jobs from the pool.

		@param interruptRunningJobs if true, then all running jobs will have their ThreadPoolJob::signalJobShouldExit()
									methods called to try to interrupt them
		@param timeOutMilliseconds  the length of time this method should wait for all the jobs to finish
									before giving up and returning false
		@param deleteInactiveJobs   if true, any jobs that aren't currently running will be deleted. If false,
									they will simply be removed from the pool. Jobs that are already running when
									this method is called can choose whether they should be deleted by
									returning jobHasFinishedAndShouldBeDeleted from their runJob() method.
		@param selectedJobsToRemove if this is non-zero, the JobSelector object is asked to decide which
									jobs should be removed. If it is zero, all jobs are removed
		@returns	true if all jobs are successfully stopped and removed; false if the timeout period
					expires while waiting for one or more jobs to stop
	*/
	bool removeAllJobs (bool interruptRunningJobs,
						int timeOutMilliseconds,
						bool deleteInactiveJobs = false,
						JobSelector* selectedJobsToRemove = 0);

	/** Returns the number of jobs currently running or queued.
	*/
	int getNumJobs() const;

	/** Returns one of the jobs in the queue.

		Note that this can be a very volatile list as jobs might be continuously getting shifted
		around in the list, and this method may return 0 if the index is currently out-of-range.
	*/
	ThreadPoolJob* getJob (int index) const;

	/** Returns true if the given job is currently queued or running.

		@see isJobRunning()
	*/
	bool contains (const ThreadPoolJob* job) const;

	/** Returns true if the given job is currently being run by a thread.
	*/
	bool isJobRunning (const ThreadPoolJob* job) const;

	/** Waits until a job has finished running and has been removed from the pool.

		This will wait until the job is no longer in the pool - i.e. until its
		runJob() method returns ThreadPoolJob::jobHasFinished.

		If the timeout period expires before the job finishes, this will return false;
		it returns true if the job has finished successfully.
	*/
	bool waitForJobToFinish (const ThreadPoolJob* job,
							 int timeOutMilliseconds) const;

	/** Returns a list of the names of all the jobs currently running or queued.

		If onlyReturnActiveJobs is true, only the ones currently running are returned.
	*/
	const StringArray getNamesOfAllJobs (bool onlyReturnActiveJobs) const;

	/** Changes the priority of all the threads.

		This will call Thread::setPriority() for each thread in the pool.
		May return false if for some reason the priority can't be changed.
	*/
	bool setThreadPriorities (int newPriority);

	juce_UseDebuggingNewOperator

private:
	const int threadStopTimeout;
	int priority;
	class ThreadPoolThread;
	OwnedArray <ThreadPoolThread> threads;
	Array <ThreadPoolJob*> jobs;

	CriticalSection lock;
	uint32 lastJobEndTime;
	WaitableEvent jobFinishedSignal;

	friend class ThreadPoolThread;
	bool runNextJob();

	ThreadPool (const ThreadPool&);
	ThreadPool& operator= (const ThreadPool&);
};

#endif   // __JUCE_THREADPOOL_JUCEHEADER__
/*** End of inlined file: juce_ThreadPool.h ***/


#endif
#ifndef __JUCE_TIMESLICETHREAD_JUCEHEADER__

/*** Start of inlined file: juce_TimeSliceThread.h ***/
#ifndef __JUCE_TIMESLICETHREAD_JUCEHEADER__
#define __JUCE_TIMESLICETHREAD_JUCEHEADER__

/**
	Used by the TimeSliceThread class.

	To register your class with a TimeSliceThread, derive from this class and
	use the TimeSliceThread::addTimeSliceClient() method to add it to the list.

	Make sure you always call TimeSliceThread::removeTimeSliceClient() before
	deleting your client!

	@see TimeSliceThread
*/
class JUCE_API  TimeSliceClient
{
public:
	/** Destructor. */
	virtual ~TimeSliceClient()   {}

	/** Called back by a TimeSliceThread.

		When you register this class with it, a TimeSliceThread will repeatedly call
		this method.

		The implementation of this method should use its time-slice to do something that's
		quick - never block for longer than absolutely necessary.

		@returns	Your method should return true if it needs more time, or false if it's
					not too busy and doesn't need calling back urgently. If all the thread's
					clients indicate that they're not busy, then it'll save CPU by sleeping for
					up to half a second in between callbacks. You can force the TimeSliceThread
					to wake up and poll again immediately by calling its notify() method.
	*/
	virtual bool useTimeSlice() = 0;
};

/**
	A thread that keeps a list of clients, and calls each one in turn, giving them
	all a chance to run some sort of short task.

	@see TimeSliceClient, Thread
*/
class JUCE_API  TimeSliceThread   : public Thread
{
public:

	/**
		Creates a TimeSliceThread.

		When first created, the thread is not running. Use the startThread()
		method to start it.
	*/
	explicit TimeSliceThread (const String& threadName);

	/** Destructor.

		Deleting a Thread object that is running will only give the thread a
		brief opportunity to stop itself cleanly, so it's recommended that you
		should always call stopThread() with a decent timeout before deleting,
		to avoid the thread being forcibly killed (which is a Bad Thing).
	*/
	~TimeSliceThread();

	/** Adds a client to the list.

		The client's callbacks will start immediately (possibly before the method
		has returned).
	*/
	void addTimeSliceClient (TimeSliceClient* client);

	/** Removes a client from the list.

		This method will make sure that all callbacks to the client have completely
		finished before the method returns.
	*/
	void removeTimeSliceClient (TimeSliceClient* client);

	/** Returns the number of registered clients. */
	int getNumClients() const;

	/** Returns one of the registered clients. */
	TimeSliceClient* getClient (int index) const;

	/** @internal */
	void run();

	juce_UseDebuggingNewOperator

private:
	CriticalSection callbackLock, listLock;
	Array <TimeSliceClient*> clients;
	int index;
	TimeSliceClient* clientBeingCalled;
	bool clientsChanged;

	TimeSliceThread (const TimeSliceThread&);
	TimeSliceThread& operator= (const TimeSliceThread&);
};

#endif   // __JUCE_TIMESLICETHREAD_JUCEHEADER__
/*** End of inlined file: juce_TimeSliceThread.h ***/


#endif
#ifndef __JUCE_WAITABLEEVENT_JUCEHEADER__

#endif

#endif
/*** End of inlined file: juce_core_includes.h ***/


// if you're compiling a command-line app, you might want to just include the core headers,
// so you can set this macro before including juce.h
#if ! JUCE_ONLY_BUILD_CORE_LIBRARY

/*** Start of inlined file: juce_app_includes.h ***/
#ifndef __JUCE_JUCE_APP_INCLUDES_INCLUDEFILES__
#define __JUCE_JUCE_APP_INCLUDES_INCLUDEFILES__

#ifndef __JUCE_APPLICATION_JUCEHEADER__

/*** Start of inlined file: juce_Application.h ***/
#ifndef __JUCE_APPLICATION_JUCEHEADER__
#define __JUCE_APPLICATION_JUCEHEADER__


/*** Start of inlined file: juce_ApplicationCommandTarget.h ***/
#ifndef __JUCE_APPLICATIONCOMMANDTARGET_JUCEHEADER__
#define __JUCE_APPLICATIONCOMMANDTARGET_JUCEHEADER__


/*** Start of inlined file: juce_Component.h ***/
#ifndef __JUCE_COMPONENT_JUCEHEADER__
#define __JUCE_COMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_MouseCursor.h ***/
#ifndef __JUCE_MOUSECURSOR_JUCEHEADER__
#define __JUCE_MOUSECURSOR_JUCEHEADER__

class Image;
class ComponentPeer;
class Component;

/**
	Represents a mouse cursor image.

	This object can either be used to represent one of the standard mouse
	cursor shapes, or a custom one generated from an image.
*/
class JUCE_API  MouseCursor
{
public:

	/** The set of available standard mouse cursors. */
	enum StandardCursorType
	{
		NoCursor = 0,		   /**< An invisible cursor. */
		NormalCursor,		   /**< The stardard arrow cursor. */

		WaitCursor,			 /**< The normal hourglass or spinning-beachball 'busy' cursor. */
		IBeamCursor,			/**< A vertical I-beam for positioning within text. */
		CrosshairCursor,		/**< A pair of crosshairs. */
		CopyingCursor,                  /**< The normal arrow cursor, but with a "+" on it to indicate
											 that you're dragging a copy of something. */

		PointingHandCursor,		 /**< A hand with a pointing finger, for clicking on web-links. */
		DraggingHandCursor,		 /**< An open flat hand for dragging heavy objects around. */

		LeftRightResizeCursor,	  /**< An arrow pointing left and right. */
		UpDownResizeCursor,		 /**< an arrow pointing up and down. */
		UpDownLeftRightResizeCursor,	/**< An arrow pointing up, down, left and right. */

		TopEdgeResizeCursor,		/**< A platform-specific cursor for resizing the top-edge of a window. */
		BottomEdgeResizeCursor,	 /**< A platform-specific cursor for resizing the bottom-edge of a window. */
		LeftEdgeResizeCursor,	   /**< A platform-specific cursor for resizing the left-edge of a window. */
		RightEdgeResizeCursor,	  /**< A platform-specific cursor for resizing the right-edge of a window. */
		TopLeftCornerResizeCursor,	  /**< A platform-specific cursor for resizing the top-left-corner of a window. */
		TopRightCornerResizeCursor,	 /**< A platform-specific cursor for resizing the top-right-corner of a window. */
		BottomLeftCornerResizeCursor,   /**< A platform-specific cursor for resizing the bottom-left-corner of a window. */
		BottomRightCornerResizeCursor   /**< A platform-specific cursor for resizing the bottom-right-corner of a window. */
	};

	/** Creates the standard arrow cursor. */
	MouseCursor();

	/** Creates one of the standard mouse cursor */
	MouseCursor (StandardCursorType type);

	/** Creates a custom cursor from an image.

		@param image	the image to use for the cursor - if this is bigger than the
						system can manage, it might get scaled down first, and might
						also have to be turned to black-and-white if it can't do colour
						cursors.
		@param hotSpotX the x position of the cursor's hotspot within the image
		@param hotSpotY the y position of the cursor's hotspot within the image
	*/
	MouseCursor (const Image& image, int hotSpotX, int hotSpotY);

	/** Creates a copy of another cursor object. */
	MouseCursor (const MouseCursor& other);

	/** Copies this cursor from another object. */
	MouseCursor& operator= (const MouseCursor& other);

	/** Destructor. */
	~MouseCursor();

	/** Checks whether two mouse cursors are the same.

		For custom cursors, two cursors created from the same image won't be
		recognised as the same, only MouseCursor objects that have been
		copied from the same object.
	*/
	bool operator== (const MouseCursor& other) const throw();

	/** Checks whether two mouse cursors are the same.

		For custom cursors, two cursors created from the same image won't be
		recognised as the same, only MouseCursor objects that have been
		copied from the same object.
	*/
	bool operator!= (const MouseCursor& other) const throw();

	/** Makes the system show its default 'busy' cursor.

		This will turn the system cursor to an hourglass or spinning beachball
		until the next time the mouse is moved, or hideWaitCursor() is called.

		This is handy if the message loop is about to block for a couple of
		seconds while busy and you want to give the user feedback about this.

		@see MessageManager::setTimeBeforeShowingWaitCursor
	*/
	static void showWaitCursor();

	/** If showWaitCursor has been called, this will return the mouse to its
		normal state.

		This will look at what component is under the mouse, and update the
		cursor to be the correct one for that component.

		@see showWaitCursor
	*/
	static void hideWaitCursor();

	juce_UseDebuggingNewOperator

private:
	class SharedCursorHandle;
	friend class SharedCursorHandle;
	SharedCursorHandle* cursorHandle;

	friend class MouseInputSourceInternal;
	void showInWindow (ComponentPeer* window) const;
	void showInAllWindows() const;
	void* getHandle() const throw();

	static void* createMouseCursorFromImage (const Image& image, int hotspotX, int hotspotY);
	static void* createStandardMouseCursor (MouseCursor::StandardCursorType type);
	static void deleteMouseCursor (void* cursorHandle, bool isStandard);
};

#endif   // __JUCE_MOUSECURSOR_JUCEHEADER__
/*** End of inlined file: juce_MouseCursor.h ***/


/*** Start of inlined file: juce_MouseListener.h ***/
#ifndef __JUCE_MOUSELISTENER_JUCEHEADER__
#define __JUCE_MOUSELISTENER_JUCEHEADER__

class MouseEvent;

/**
	A MouseListener can be registered with a component to receive callbacks
	about mouse events that happen to that component.

	@see Component::addMouseListener, Component::removeMouseListener
*/
class JUCE_API  MouseListener
{
public:
	/** Destructor. */
	virtual ~MouseListener()  {}

	/** Called when the mouse moves inside a component.

		If the mouse button isn't pressed and the mouse moves over a component,
		this will be called to let the component react to this.

		A component will always get a mouseEnter callback before a mouseMove.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@see mouseEnter, mouseExit, mouseDrag, contains
	*/
	virtual void mouseMove	  (const MouseEvent& e);

	/** Called when the mouse first enters a component.

		If the mouse button isn't pressed and the mouse moves into a component,
		this will be called to let the component react to this.

		When the mouse button is pressed and held down while being moved in
		or out of a component, no mouseEnter or mouseExit callbacks are made - only
		mouseDrag messages are sent to the component that the mouse was originally
		clicked on, until the button is released.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@see mouseExit, mouseDrag, mouseMove, contains
	*/
	virtual void mouseEnter	 (const MouseEvent& e);

	/** Called when the mouse moves out of a component.

		This will be called when the mouse moves off the edge of this
		component.

		If the mouse button was pressed, and it was then dragged off the
		edge of the component and released, then this callback will happen
		when the button is released, after the mouseUp callback.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@see mouseEnter, mouseDrag, mouseMove, contains
	*/
	virtual void mouseExit	  (const MouseEvent& e);

	/** Called when a mouse button is pressed.

		The MouseEvent object passed in contains lots of methods for finding out
		which button was pressed, as well as which modifier keys (e.g. shift, ctrl)
		were held down at the time.

		Once a button is held down, the mouseDrag method will be called when the
		mouse moves, until the button is released.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@see mouseUp, mouseDrag, mouseDoubleClick, contains
	*/
	virtual void mouseDown	  (const MouseEvent& e);

	/** Called when the mouse is moved while a button is held down.

		When a mouse button is pressed inside a component, that component
		receives mouseDrag callbacks each time the mouse moves, even if the
		mouse strays outside the component's bounds.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@see mouseDown, mouseUp, mouseMove, contains, setDragRepeatInterval
	*/
	virtual void mouseDrag	  (const MouseEvent& e);

	/** Called when a mouse button is released.

		A mouseUp callback is sent to the component in which a button was pressed
		even if the mouse is actually over a different component when the
		button is released.

		The MouseEvent object passed in contains lots of methods for finding out
		which buttons were down just before they were released.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@see mouseDown, mouseDrag, mouseDoubleClick, contains
	*/
	virtual void mouseUp		(const MouseEvent& e);

	/** Called when a mouse button has been double-clicked on a component.

		The MouseEvent object passed in contains lots of methods for finding out
		which button was pressed, as well as which modifier keys (e.g. shift, ctrl)
		were held down at the time.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@see mouseDown, mouseUp
	*/
	virtual void mouseDoubleClick   (const MouseEvent& e);

	/** Called when the mouse-wheel is moved.

		This callback is sent to the component that the mouse is over when the
		wheel is moved.

		If not overridden, the component will forward this message to its parent, so
		that parent components can collect mouse-wheel messages that happen to
		child components which aren't interested in them.

		@param e	details about the position and status of the mouse event, including
					the source component in which it occurred
		@param wheelIncrementX   the speed and direction of the horizontal scroll-wheel - a positive
								 value means the wheel has been pushed to the right, negative means it
								 was pushed to the left
		@param wheelIncrementY   the speed and direction of the vertical scroll-wheel - a positive
								 value means the wheel has been pushed upwards, negative means it
								 was pushed downwards
	*/
	virtual void mouseWheelMove	 (const MouseEvent& e,
									 float wheelIncrementX,
									 float wheelIncrementY);
};

#endif   // __JUCE_MOUSELISTENER_JUCEHEADER__
/*** End of inlined file: juce_MouseListener.h ***/


/*** Start of inlined file: juce_MouseEvent.h ***/
#ifndef __JUCE_MOUSEEVENT_JUCEHEADER__
#define __JUCE_MOUSEEVENT_JUCEHEADER__

class Component;
class MouseInputSource;

/*** Start of inlined file: juce_ModifierKeys.h ***/
#ifndef __JUCE_MODIFIERKEYS_JUCEHEADER__
#define __JUCE_MODIFIERKEYS_JUCEHEADER__

/**
	Represents the state of the mouse buttons and modifier keys.

	This is used both by mouse events and by KeyPress objects to describe
	the state of keys such as shift, control, alt, etc.

	@see KeyPress, MouseEvent::mods
*/
class JUCE_API  ModifierKeys
{
public:

	/** Creates a ModifierKeys object from a raw set of flags.

		@param flags to represent the keys that are down
		@see	shiftModifier, ctrlModifier, altModifier, leftButtonModifier,
				rightButtonModifier, commandModifier, popupMenuClickModifier
	*/
	ModifierKeys (int flags = 0) throw();

	/** Creates a copy of another object. */
	ModifierKeys (const ModifierKeys& other) throw();

	/** Copies this object from another one. */
	ModifierKeys& operator= (const ModifierKeys& other) throw();

	/** Checks whether the 'command' key flag is set (or 'ctrl' on Windows/Linux).

		This is a platform-agnostic way of checking for the operating system's
		preferred command-key modifier - so on the Mac it tests for the Apple key, on
		Windows/Linux, it's actually checking for the CTRL key.
	*/
	inline bool isCommandDown() const throw()	   { return (flags & commandModifier) != 0; }

	/** Checks whether the user is trying to launch a pop-up menu.

		This checks for platform-specific modifiers that might indicate that the user
		is following the operating system's normal method of showing a pop-up menu.

		So on Windows/Linux, this method is really testing for a right-click.
		On the Mac, it tests for either the CTRL key being down, or a right-click.
	*/
	inline bool isPopupMenu() const throw()		 { return (flags & popupMenuClickModifier) != 0; }

	/** Checks whether the flag is set for the left mouse-button. */
	inline bool isLeftButtonDown() const throw()	{ return (flags & leftButtonModifier) != 0; }

	/** Checks whether the flag is set for the right mouse-button.

		Note that for detecting popup-menu clicks, you should be using isPopupMenu() instead, as
		this is platform-independent (and makes your code more explanatory too).
	*/
	inline bool isRightButtonDown() const throw()	   { return (flags & rightButtonModifier) != 0; }

	inline bool isMiddleButtonDown() const throw()	  { return (flags & middleButtonModifier) != 0; }

	/** Tests for any of the mouse-button flags. */
	inline bool isAnyMouseButtonDown() const throw()	{ return (flags & allMouseButtonModifiers) != 0; }

	/** Tests for any of the modifier key flags. */
	inline bool isAnyModifierKeyDown() const throw()	{ return (flags & (shiftModifier | ctrlModifier | altModifier | commandModifier)) != 0; }

	/** Checks whether the shift key's flag is set. */
	inline bool isShiftDown() const throw()		 { return (flags & shiftModifier) != 0; }

	/** Checks whether the CTRL key's flag is set.

		Remember that it's better to use the platform-agnostic routines to test for command-key and
		popup-menu modifiers.

		@see isCommandDown, isPopupMenu
	*/
	inline bool isCtrlDown() const throw()		  { return (flags & ctrlModifier) != 0; }

	/** Checks whether the shift key's flag is set. */
	inline bool isAltDown() const throw()		   { return (flags & altModifier) != 0; }

	/** Flags that represent the different keys. */
	enum Flags
	{
		/** Shift key flag. */
		shiftModifier			   = 1,

		/** CTRL key flag. */
		ctrlModifier				= 2,

		/** ALT key flag. */
		altModifier				 = 4,

		/** Left mouse button flag. */
		leftButtonModifier			  = 16,

		/** Right mouse button flag. */
		rightButtonModifier			 = 32,

		/** Middle mouse button flag. */
		middleButtonModifier			= 64,

#if JUCE_MAC
		/** Command key flag - on windows this is the same as the CTRL key flag. */
		commandModifier			 = 8,

		/** Popup menu flag - on windows this is the same as rightButtonModifier, on the
			Mac it's the same as (rightButtonModifier | ctrlModifier). */
		popupMenuClickModifier		  = rightButtonModifier | ctrlModifier,
#else
		/** Command key flag - on windows this is the same as the CTRL key flag. */
		commandModifier			 = ctrlModifier,

		/** Popup menu flag - on windows this is the same as rightButtonModifier, on the
			Mac it's the same as (rightButtonModifier | ctrlModifier). */
		popupMenuClickModifier		  = rightButtonModifier,
#endif

		/** Represents a combination of all the shift, alt, ctrl and command key modifiers. */
		allKeyboardModifiers			= shiftModifier | ctrlModifier | altModifier | commandModifier,

		/** Represents a combination of all the mouse buttons at once. */
		allMouseButtonModifiers		 = leftButtonModifier | rightButtonModifier | middleButtonModifier,
	};

	/** Returns a copy of only the mouse-button flags */
	const ModifierKeys withOnlyMouseButtons() const throw()		 { return ModifierKeys (flags & allMouseButtonModifiers); }

	/** Returns a copy of only the non-mouse flags */
	const ModifierKeys withoutMouseButtons() const throw()		  { return ModifierKeys (flags & ~allMouseButtonModifiers); }

	bool operator== (const ModifierKeys& other) const throw()	   { return flags == other.flags; }
	bool operator!= (const ModifierKeys& other) const throw()	   { return flags != other.flags; }

	/** Returns the raw flags for direct testing. */
	inline int getRawFlags() const throw()				  { return flags; }

	inline const ModifierKeys withoutFlags (int rawFlagsToClear) const throw()  { return ModifierKeys (flags & ~rawFlagsToClear); }
	inline const ModifierKeys withFlags (int rawFlagsToSet) const throw()	   { return ModifierKeys (flags | rawFlagsToSet); }

	/** Tests a combination of flags and returns true if any of them are set. */
	inline bool testFlags (const int flagsToTest) const throw()	 { return (flags & flagsToTest) != 0; }

	/** Returns the total number of mouse buttons that are down. */
	int getNumMouseButtonsDown() const throw();

	/** Creates a ModifierKeys object to represent the last-known state of the
		keyboard and mouse buttons.

		@see getCurrentModifiersRealtime
	*/
	static const ModifierKeys getCurrentModifiers() throw();

	/** Creates a ModifierKeys object to represent the current state of the
		keyboard and mouse buttons.

		This isn't often needed and isn't recommended, but will actively check all the
		mouse and key states rather than just returning their last-known state like
		getCurrentModifiers() does.

		This is only needed in special circumstances for up-to-date modifier information
		at times when the app's event loop isn't running normally.

		Another reason to avoid this method is that it's not stateless, and calling it may
		update the value returned by getCurrentModifiers(), which could cause subtle changes
		in the behaviour of some components.
	*/
	static const ModifierKeys getCurrentModifiersRealtime() throw();

private:

	int flags;

	static ModifierKeys currentModifiers;

	friend class ComponentPeer;
	friend class MouseInputSource;
	friend class MouseInputSourceInternal;
	static void updateCurrentModifiers() throw();
};

#endif   // __JUCE_MODIFIERKEYS_JUCEHEADER__
/*** End of inlined file: juce_ModifierKeys.h ***/



/*** Start of inlined file: juce_Point.h ***/
#ifndef __JUCE_POINT_JUCEHEADER__
#define __JUCE_POINT_JUCEHEADER__


/*** Start of inlined file: juce_AffineTransform.h ***/
#ifndef __JUCE_AFFINETRANSFORM_JUCEHEADER__
#define __JUCE_AFFINETRANSFORM_JUCEHEADER__

/**
	Represents a 2D affine-transformation matrix.

	An affine transformation is a transformation such as a rotation, scale, shear,
	resize or translation.

	These are used for various 2D transformation tasks, e.g. with Path objects.

	@see Path, Point, Line
*/
class JUCE_API  AffineTransform
{
public:

	/** Creates an identity transform. */
	AffineTransform() throw();

	/** Creates a copy of another transform. */
	AffineTransform (const AffineTransform& other) throw();

	/** Creates a transform from a set of raw matrix values.

		The resulting matrix is:

			(mat00 mat01 mat02)
			(mat10 mat11 mat12)
			(  0	 0	 1  )
	*/
	AffineTransform (float mat00, float mat01, float mat02,
					 float mat10, float mat11, float mat12) throw();

	/** Copies from another AffineTransform object */
	AffineTransform& operator= (const AffineTransform& other) throw();

	/** Compares two transforms. */
	bool operator== (const AffineTransform& other) const throw();

	/** Compares two transforms. */
	bool operator!= (const AffineTransform& other) const throw();

	/** A ready-to-use identity transform, which you can use to append other
		transformations to.

		e.g. @code
		AffineTransform myTransform = AffineTransform::identity.rotated (.5f)
															   .scaled (2.0f);

		@endcode
	*/
	static const AffineTransform identity;

	/** Transforms a 2D co-ordinate using this matrix. */
	template <typename ValueType>
	void transformPoint (ValueType& x, ValueType& y) const throw()
	{
		const ValueType oldX = x;
		x = static_cast <ValueType> (mat00 * oldX + mat01 * y + mat02);
		y = static_cast <ValueType> (mat10 * oldX + mat11 * y + mat12);
	}

	/** Transforms two 2D co-ordinates using this matrix.
		This is just a shortcut for calling transformPoint() on each of these pairs of
		coordinates in turn. (And putting all the calculations into one function hopefully
		also gives the compiler a bit more scope for pipelining it).
	*/
	template <typename ValueType>
	void transformPoints (ValueType& x1, ValueType& y1,
						  ValueType& x2, ValueType& y2) const throw()
	{
		const ValueType oldX1 = x1, oldX2 = x2;
		x1 = static_cast <ValueType> (mat00 * oldX1 + mat01 * y1 + mat02);
		y1 = static_cast <ValueType> (mat10 * oldX1 + mat11 * y1 + mat12);
		x2 = static_cast <ValueType> (mat00 * oldX2 + mat01 * y2 + mat02);
		y2 = static_cast <ValueType> (mat10 * oldX2 + mat11 * y2 + mat12);
	}

	/** Transforms three 2D co-ordinates using this matrix.
		This is just a shortcut for calling transformPoint() on each of these pairs of
		coordinates in turn. (And putting all the calculations into one function hopefully
		also gives the compiler a bit more scope for pipelining it).
	*/
	template <typename ValueType>
	void transformPoints (ValueType& x1, ValueType& y1,
						  ValueType& x2, ValueType& y2,
						  ValueType& x3, ValueType& y3) const throw()
	{
		const ValueType oldX1 = x1, oldX2 = x2, oldX3 = x3;
		x1 = static_cast <ValueType> (mat00 * oldX1 + mat01 * y1 + mat02);
		y1 = static_cast <ValueType> (mat10 * oldX1 + mat11 * y1 + mat12);
		x2 = static_cast <ValueType> (mat00 * oldX2 + mat01 * y2 + mat02);
		y2 = static_cast <ValueType> (mat10 * oldX2 + mat11 * y2 + mat12);
		x3 = static_cast <ValueType> (mat00 * oldX3 + mat01 * y3 + mat02);
		y3 = static_cast <ValueType> (mat10 * oldX3 + mat11 * y3 + mat12);
	}

	/** Returns a new transform which is the same as this one followed by a translation. */
	const AffineTransform translated (float deltaX,
									  float deltaY) const throw();

	/** Returns a new transform which is a translation. */
	static const AffineTransform translation (float deltaX,
											  float deltaY) throw();

	/** Returns a transform which is the same as this one followed by a rotation.

		The rotation is specified by a number of radians to rotate clockwise, centred around
		the origin (0, 0).
	*/
	const AffineTransform rotated (float angleInRadians) const throw();

	/** Returns a transform which is the same as this one followed by a rotation about a given point.

		The rotation is specified by a number of radians to rotate clockwise, centred around
		the co-ordinates passed in.
	*/
	const AffineTransform rotated (float angleInRadians,
								   float pivotX,
								   float pivotY) const throw();

	/** Returns a new transform which is a rotation about (0, 0). */
	static const AffineTransform rotation (float angleInRadians) throw();

	/** Returns a new transform which is a rotation about a given point. */
	static const AffineTransform rotation (float angleInRadians,
										   float pivotX,
										   float pivotY) throw();

	/** Returns a transform which is the same as this one followed by a re-scaling.

		The scaling is centred around the origin (0, 0).
	*/
	const AffineTransform scaled (float factorX,
								  float factorY) const throw();

	/** Returns a new transform which is a re-scale about the origin. */
	static const AffineTransform scale (float factorX,
										float factorY) throw();

	/** Returns a transform which is the same as this one followed by a shear.

		The shear is centred around the origin (0, 0).
	*/
	const AffineTransform sheared (float shearX,
								   float shearY) const throw();

	/** Returns a matrix which is the inverse operation of this one.

		Some matrices don't have an inverse - in this case, the method will just return
		an identity transform.
	*/
	const AffineTransform inverted() const throw();

	/** Returns the transform that will map three known points onto three coordinates
		that are supplied.

		This returns the transform that will transform (0, 0) into (x00, y00),
		(1, 0) to (x10, y10), and (0, 1) to (x01, y01).
	*/
	static const AffineTransform fromTargetPoints (float x00, float y00,
												   float x10, float y10,
												   float x01, float y01) throw();

	/** Returns the transform that will map three specified points onto three target points.
	*/
	static const AffineTransform fromTargetPoints (float sourceX1, float sourceY1, float targetX1, float targetY1,
												   float sourceX2, float sourceY2, float targetX2, float targetY2,
												   float sourceX3, float sourceY3, float targetX3, float targetY3) throw();

	/** Returns the result of concatenating another transformation after this one. */
	const AffineTransform followedBy (const AffineTransform& other) const throw();

	/** Returns true if this transform has no effect on points. */
	bool isIdentity() const throw();

	/** Returns true if this transform maps to a singularity - i.e. if it has no inverse. */
	bool isSingularity() const throw();

	/** Returns true if the transform only translates, and doesn't scale or rotate the
		points. */
	bool isOnlyTranslation() const throw();

	/** If this transform is only a translation, this returns the X offset.
		@see isOnlyTranslation
	*/
	float getTranslationX() const throw()		   { return mat02; }

	/** If this transform is only a translation, this returns the X offset.
		@see isOnlyTranslation
	*/
	float getTranslationY() const throw()		   { return mat12; }

	/* The transform matrix is:

		(mat00 mat01 mat02)
		(mat10 mat11 mat12)
		(  0	 0	 1  )
	*/
	float mat00, mat01, mat02;
	float mat10, mat11, mat12;

	juce_UseDebuggingNewOperator

private:

	const AffineTransform followedBy (float mat00, float mat01, float mat02,
									  float mat10, float mat11, float mat12) const throw();
};

#endif   // __JUCE_AFFINETRANSFORM_JUCEHEADER__
/*** End of inlined file: juce_AffineTransform.h ***/

/**
	A pair of (x, y) co-ordinates.

	The ValueType template should be a primitive type such as int, float, double,
	rather than a class.

	@see Line, Path, AffineTransform
*/
template <typename ValueType>
class Point
{
public:

	/** Creates a point with co-ordinates (0, 0). */
	Point() throw()  : x (0), y (0) {}

	/** Creates a copy of another point. */
	Point (const Point& other) throw()  : x (other.x), y (other.y)  {}

	/** Creates a point from an (x, y) position. */
	Point (const ValueType initialX, const ValueType initialY) throw()  : x (initialX), y (initialY) {}

	/** Destructor. */
	~Point() throw() {}

	/** Copies this point from another one. */
	Point& operator= (const Point& other) throw()			   { x = other.x; y = other.y; return *this; }

	inline bool operator== (const Point& other) const throw()	   { return x == other.x && y == other.y; }
	inline bool operator!= (const Point& other) const throw()	   { return x != other.x || y != other.y; }

	/** Returns true if the point is (0, 0). */
	bool isOrigin() const throw()					   { return x == ValueType() && y == ValueType(); }

	/** Returns the point's x co-ordinate. */
	inline ValueType getX() const throw()				   { return x; }

	/** Returns the point's y co-ordinate. */
	inline ValueType getY() const throw()				   { return y; }

	/** Sets the point's x co-ordinate. */
	inline void setX (const ValueType newX) throw()			 { x = newX; }

	/** Sets the point's y co-ordinate. */
	inline void setY (const ValueType newY) throw()			 { y = newY; }

	/** Returns a point which has the same Y position as this one, but a new X. */
	const Point withX (const ValueType newX) const throw()		  { return Point (newX, y); }

	/** Returns a point which has the same X position as this one, but a new Y. */
	const Point withY (const ValueType newY) const throw()		  { return Point (x, newY); }

	/** Changes the point's x and y co-ordinates. */
	void setXY (const ValueType newX, const ValueType newY) throw()	 { x = newX; y = newY; }

	/** Adds a pair of co-ordinates to this value. */
	void addXY (const ValueType xToAdd, const ValueType yToAdd) throw() { x += xToAdd; y += yToAdd; }

	/** Returns a point with a given offset from this one. */
	const Point translated (const ValueType xDelta, const ValueType yDelta) const throw()   { return Point (x + xDelta, y + yDelta); }

	/** Adds two points together. */
	const Point operator+ (const Point& other) const throw()		{ return Point (x + other.x, y + other.y); }

	/** Adds another point's co-ordinates to this one. */
	Point& operator+= (const Point& other) throw()			  { x += other.x; y += other.y; return *this; }

	/** Subtracts one points from another. */
	const Point operator- (const Point& other) const throw()		{ return Point (x - other.x, y - other.y); }

	/** Subtracts another point's co-ordinates to this one. */
	Point& operator-= (const Point& other) throw()			  { x -= other.x; y -= other.y; return *this; }

	/** Returns a point whose coordinates are multiplied by a given value. */
	const Point operator* (const ValueType multiplier) const throw()	{ return Point (x * multiplier, y * multiplier); }

	/** Multiplies the point's co-ordinates by a value. */
	Point& operator*= (const ValueType multiplier) throw()		  { x *= multiplier; y *= multiplier; return *this; }

	/** Returns a point whose coordinates are divided by a given value. */
	const Point operator/ (const ValueType divisor) const throw()	   { return Point (x / divisor, y / divisor); }

	/** Divides the point's co-ordinates by a value. */
	Point& operator/= (const ValueType divisor) throw()		 { x /= divisor; y /= divisor; return *this; }

	/** Returns the inverse of this point. */
	const Point operator-() const throw()				   { return Point (-x, -y); }

	/** Returns the straight-line distance between this point and another one. */
	ValueType getDistanceFromOrigin() const throw()			 { return (ValueType) juce_hypot (x, y); }

	/** Returns the straight-line distance between this point and another one. */
	ValueType getDistanceFrom (const Point& other) const throw()	{ return (ValueType) juce_hypot (x - other.x, y - other.y); }

	/** Returns the angle from this point to another one.

		The return value is the number of radians clockwise from the 3 o'clock direction,
		where this point is the centre and the other point is on the circumference.
	*/
	ValueType getAngleToPoint (const Point& other) const throw()	{ return (ValueType) std::atan2 (other.x - x, other.y - y); }

	/** Taking this point to be the centre of a circle, this returns a point on its circumference.
		@param radius   the radius of the circle.
		@param angle	the angle of the point, in radians clockwise from the 12 o'clock position.
	*/
	const Point getPointOnCircumference (const float radius, const float angle) const throw()   { return Point<float> (x + radius * std::sin (angle),
																													   y - radius * std::cos (angle)); }
	/** Taking this point to be the centre of an ellipse, this returns a point on its circumference.
		@param radiusX  the horizontal radius of the circle.
		@param radiusY  the vertical radius of the circle.
		@param angle	the angle of the point, in radians clockwise from the 12 o'clock position.
	*/
	const Point getPointOnCircumference (const float radiusX, const float radiusY, const float angle) const throw()   { return Point<float> (x + radiusX * std::sin (angle),
																																			 y - radiusY * std::cos (angle)); }

	/** Uses a transform to change the point's co-ordinates.
		This will only compile if ValueType = float!
		@see AffineTransform::transformPoint
	*/
	void applyTransform (const AffineTransform& transform) throw()	  { transform.transformPoint (x, y); }

	/** Returns the position of this point, if it is transformed by a given AffineTransform. */
	const Point transformedBy (const AffineTransform& transform) const throw()	{ return Point (transform.mat00 * x + transform.mat01 * y + transform.mat02,
																								  transform.mat10 * x + transform.mat11 * y + transform.mat12); }

	/** Casts this point to a Point<float> object. */
	const Point<float> toFloat() const throw()			  { return Point<float> (static_cast <float> (x), static_cast<float> (y)); }

	/** Casts this point to a Point<int> object. */
	const Point<int> toInt() const throw()				  { return Point<int> (static_cast <int> (x), static_cast<int> (y)); }

	/** Returns the point as a string in the form "x, y". */
	const String toString() const                                       { return String (x) + ", " + String (y); }

	juce_UseDebuggingNewOperator

private:
	ValueType x, y;
};

#endif   // __JUCE_POINT_JUCEHEADER__
/*** End of inlined file: juce_Point.h ***/

/**
	Contains position and status information about a mouse event.

	@see MouseListener, Component::mouseMove, Component::mouseEnter, Component::mouseExit,
		 Component::mouseDown, Component::mouseUp, Component::mouseDrag
*/
class JUCE_API  MouseEvent
{
public:

	/** Creates a MouseEvent.

		Normally an application will never need to use this.

		@param source	   the source that's invoking the event
		@param position	 the position of the mouse, relative to the component that is passed-in
		@param modifiers	the key modifiers at the time of the event
		@param eventComponent   the component that the mouse event applies to
		@param originator	   the component that originally received the event
		@param eventTime	the time the event happened
		@param mouseDownPos	 the position of the corresponding mouse-down event (relative to the component that is passed-in).
								If there isn't a corresponding mouse-down (e.g. for a mouse-move), this will just be
								the same as the current mouse-x position.
		@param mouseDownTime	the time at which the corresponding mouse-down event happened
								If there isn't a corresponding mouse-down (e.g. for a mouse-move), this will just be
								the same as the current mouse-event time.
		@param numberOfClicks   how many clicks, e.g. a double-click event will be 2, a triple-click will be 3, etc
		@param mouseWasDragged  whether the mouse has been dragged significantly since the previous mouse-down
	*/
	MouseEvent (MouseInputSource& source,
				const Point<int>& position,
				const ModifierKeys& modifiers,
				Component* eventComponent,
				Component* originator,
				const Time& eventTime,
				const Point<int> mouseDownPos,
				const Time& mouseDownTime,
				int numberOfClicks,
				bool mouseWasDragged) throw();

	/** Destructor. */
	~MouseEvent() throw();

	/** The x-position of the mouse when the event occurred.

		This value is relative to the top-left of the component to which the
		event applies (as indicated by the MouseEvent::eventComponent field).
	*/
	const int x;

	/** The y-position of the mouse when the event occurred.

		This value is relative to the top-left of the component to which the
		event applies (as indicated by the MouseEvent::eventComponent field).
	*/
	const int y;

	/** The key modifiers associated with the event.

		This will let you find out which mouse buttons were down, as well as which
		modifier keys were held down.

		When used for mouse-up events, this will indicate the state of the mouse buttons
		just before they were released, so that you can tell which button they let go of.
	*/
	const ModifierKeys mods;

	/** The component that this event applies to.

		This is usually the component that the mouse was over at the time, but for mouse-drag
		events the mouse could actually be over a different component and the events are
		still sent to the component that the button was originally pressed on.

		The x and y member variables are relative to this component's position.

		If you use getEventRelativeTo() to retarget this object to be relative to a different
		component, this pointer will be updated, but originalComponent remains unchanged.

		@see originalComponent
	*/
	Component* const eventComponent;

	/** The component that the event first occurred on.

		If you use getEventRelativeTo() to retarget this object to be relative to a different
		component, this value remains unchanged to indicate the first component that received it.

		@see eventComponent
	*/
	Component* const originalComponent;

	/** The time that this mouse-event occurred.
	*/
	const Time eventTime;

	/** The source device that generated this event.
	*/
	MouseInputSource& source;

	/** Returns the x co-ordinate of the last place that a mouse was pressed.

		The co-ordinate is relative to the component specified in MouseEvent::component.

		@see getDistanceFromDragStart, getDistanceFromDragStartX, mouseWasClicked
	*/
	int getMouseDownX() const throw();

	/** Returns the y co-ordinate of the last place that a mouse was pressed.

		The co-ordinate is relative to the component specified in MouseEvent::component.

		@see getDistanceFromDragStart, getDistanceFromDragStartX, mouseWasClicked
	*/
	int getMouseDownY() const throw();

	/** Returns the co-ordinates of the last place that a mouse was pressed.

		The co-ordinates are relative to the component specified in MouseEvent::component.

		@see getDistanceFromDragStart, getDistanceFromDragStartX, mouseWasClicked
	*/
	const Point<int> getMouseDownPosition() const throw();

	/** Returns the straight-line distance between where the mouse is now and where it
		was the last time the button was pressed.

		This is quite handy for things like deciding whether the user has moved far enough
		for it to be considered a drag operation.

		@see getDistanceFromDragStartX
	*/
	int getDistanceFromDragStart() const throw();

	/** Returns the difference between the mouse's current x postion and where it was
		when the button was last pressed.

		@see getDistanceFromDragStart
	*/
	int getDistanceFromDragStartX() const throw();

	/** Returns the difference between the mouse's current y postion and where it was
		when the button was last pressed.

		@see getDistanceFromDragStart
	*/
	int getDistanceFromDragStartY() const throw();

	/** Returns the difference between the mouse's current postion and where it was
		when the button was last pressed.

		@see getDistanceFromDragStart
	*/
	const Point<int> getOffsetFromDragStart() const throw();

	/** Returns true if the mouse has just been clicked.

		Used in either your mouseUp() or mouseDrag() methods, this will tell you whether
		the user has dragged the mouse more than a few pixels from the place where the
		mouse-down occurred.

		Once they have dragged it far enough for this method to return false, it will continue
		to return false until the mouse-up, even if they move the mouse back to the same
		position where they originally pressed it. This means that it's very handy for
		objects that can either be clicked on or dragged, as you can use it in the mouseDrag()
		callback to ignore any small movements they might make while clicking.

		@returns	true if the mouse wasn't dragged by more than a few pixels between
					the last time the button was pressed and released.
	*/
	bool mouseWasClicked() const throw();

	/** For a click event, the number of times the mouse was clicked in succession.

		So for example a double-click event will return 2, a triple-click 3, etc.
	*/
	int getNumberOfClicks() const throw()				   { return numberOfClicks; }

	/** Returns the time that the mouse button has been held down for.

		If called from a mouseDrag or mouseUp callback, this will return the
		number of milliseconds since the corresponding mouseDown event occurred.
		If called in other contexts, e.g. a mouseMove, then the returned value
		may be 0 or an undefined value.
	*/
	int getLengthOfMousePress() const throw();

	/** The position of the mouse when the event occurred.

		This position is relative to the top-left of the component to which the
		event applies (as indicated by the MouseEvent::eventComponent field).
	*/
	const Point<int> getPosition() const throw();

	/** Returns the mouse x position of this event, in global screen co-ordinates.

		The co-ordinates are relative to the top-left of the main monitor.

		@see getScreenPosition
	*/
	int getScreenX() const;

	/** Returns the mouse y position of this event, in global screen co-ordinates.

		The co-ordinates are relative to the top-left of the main monitor.

		@see getScreenPosition
	*/
	int getScreenY() const;

	/** Returns the mouse position of this event, in global screen co-ordinates.

		The co-ordinates are relative to the top-left of the main monitor.

		@see getMouseDownScreenPosition
	*/
	const Point<int> getScreenPosition() const;

	/** Returns the x co-ordinate at which the mouse button was last pressed.

		The co-ordinates are relative to the top-left of the main monitor.

		@see getMouseDownScreenPosition
	*/
	int getMouseDownScreenX() const;

	/** Returns the y co-ordinate at which the mouse button was last pressed.

		The co-ordinates are relative to the top-left of the main monitor.

		@see getMouseDownScreenPosition
	*/
	int getMouseDownScreenY() const;

	/** Returns the co-ordinates at which the mouse button was last pressed.

		The co-ordinates are relative to the top-left of the main monitor.

		@see getScreenPosition
	*/
	const Point<int> getMouseDownScreenPosition() const;

	/** Creates a version of this event that is relative to a different component.

		The x and y positions of the event that is returned will have been
		adjusted to be relative to the new component.
	*/
	const MouseEvent getEventRelativeTo (Component* otherComponent) const throw();

	/** Creates a copy of this event with a different position.
		All other members of the event object are the same, but the x and y are
		replaced with these new values.
	*/
	const MouseEvent withNewPosition (const Point<int>& newPosition) const throw();

	/** Changes the application-wide setting for the double-click time limit.

		This is the maximum length of time between mouse-clicks for it to be
		considered a double-click. It's used by the Component class.

		@see getDoubleClickTimeout, MouseListener::mouseDoubleClick
	*/
	static void setDoubleClickTimeout (int timeOutMilliseconds) throw();

	/** Returns the application-wide setting for the double-click time limit.

		This is the maximum length of time between mouse-clicks for it to be
		considered a double-click. It's used by the Component class.

		@see setDoubleClickTimeout, MouseListener::mouseDoubleClick
	*/
	static int getDoubleClickTimeout() throw();

	juce_UseDebuggingNewOperator

private:
	const Point<int> mouseDownPos;
	const Time mouseDownTime;
	const int numberOfClicks;
	const bool wasMovedSinceMouseDown;
	static int doubleClickTimeOutMs;

	MouseEvent& operator= (const MouseEvent&);
};

#endif   // __JUCE_MOUSEEVENT_JUCEHEADER__
/*** End of inlined file: juce_MouseEvent.h ***/


/*** Start of inlined file: juce_ComponentListener.h ***/
#ifndef __JUCE_COMPONENTLISTENER_JUCEHEADER__
#define __JUCE_COMPONENTLISTENER_JUCEHEADER__

class Component;

/**
	Gets informed about changes to a component's hierarchy or position.

	To monitor a component for changes, register a subclass of ComponentListener
	with the component using Component::addComponentListener().

	Be sure to deregister listeners before you delete them!

	@see Component::addComponentListener, Component::removeComponentListener
*/
class JUCE_API  ComponentListener
{
public:
	/** Destructor. */
	virtual ~ComponentListener()  {}

	/** Called when the component's position or size changes.

		@param component	the component that was moved or resized
		@param wasMoved	 true if the component's top-left corner has just moved
		@param wasResized   true if the component's width or height has just changed
		@see Component::setBounds, Component::resized, Component::moved
	*/
	virtual void componentMovedOrResized (Component& component,
										  bool wasMoved,
										  bool wasResized);

	/** Called when the component is brought to the top of the z-order.

		@param component	the component that was moved
		@see Component::toFront, Component::broughtToFront
	*/
	virtual void componentBroughtToFront (Component& component);

	/** Called when the component is made visible or invisible.

		@param component	the component that changed
		@see Component::setVisible
	*/
	virtual void componentVisibilityChanged (Component& component);

	/** Called when the component has children added or removed.

		@param component	the component whose children were changed
		@see Component::childrenChanged, Component::addChildComponent,
			 Component::removeChildComponent
	*/
	virtual void componentChildrenChanged (Component& component);

	/** Called to indicate that the component's parents have changed.

		When a component is added or removed from its parent, all of its children
		will produce this notification (recursively - so all children of its
		children will also be called as well).

		@param component	the component that this listener is registered with
		@see Component::parentHierarchyChanged
	*/
	virtual void componentParentHierarchyChanged (Component& component);

	/** Called when the component's name is changed.

		@see Component::setName, Component::getName
	*/
	virtual void componentNameChanged (Component& component);

	/** Called when the component is in the process of being deleted.

		This callback is made from inside the destructor, so be very, very cautious
		about what you do in here.

		In particular, bear in mind that it's the Component base class's destructor that calls
		this - so if the object that's being deleted is a subclass of Component, then the
		subclass layers of the object will already have been destructed when it gets to this
		point!
	*/
	virtual void componentBeingDeleted (Component& component);
};

#endif   // __JUCE_COMPONENTLISTENER_JUCEHEADER__
/*** End of inlined file: juce_ComponentListener.h ***/


/*** Start of inlined file: juce_KeyListener.h ***/
#ifndef __JUCE_KEYLISTENER_JUCEHEADER__
#define __JUCE_KEYLISTENER_JUCEHEADER__


/*** Start of inlined file: juce_KeyPress.h ***/
#ifndef __JUCE_KEYPRESS_JUCEHEADER__
#define __JUCE_KEYPRESS_JUCEHEADER__

/**
	Represents a key press, including any modifier keys that are needed.

	E.g. a KeyPress might represent CTRL+C, SHIFT+ALT+H, Spacebar, Escape, etc.

	@see Component, KeyListener, Button::addShortcut, KeyPressMappingManager
*/
class JUCE_API  KeyPress
{
public:

	/** Creates an (invalid) KeyPress.

		@see isValid
	*/
	KeyPress() throw();

	/** Creates a KeyPress for a key and some modifiers.

		e.g.
		CTRL+C would be: KeyPress ('c', ModifierKeys::ctrlModifier)
		SHIFT+Escape would be: KeyPress (KeyPress::escapeKey, ModifierKeys::shiftModifier)

		@param keyCode	  a code that represents the key - this value must be
							one of special constants listed in this class, or an
							8-bit character code such as a letter (case is ignored),
							digit or a simple key like "," or ".". Note that this
							isn't the same as the textCharacter parameter, so for example
							a keyCode of 'a' and a shift-key modifier should have a
							textCharacter value of 'A'.
		@param modifiers	the modifiers to associate with the keystroke
		@param textCharacter	the character that would be printed if someone typed
							this keypress into a text editor. This value may be
							null if the keypress is a non-printing character
		@see getKeyCode, isKeyCode, getModifiers
	*/
	KeyPress (int keyCode,
			  const ModifierKeys& modifiers,
			  juce_wchar textCharacter) throw();

	/** Creates a keypress with a keyCode but no modifiers or text character.
	*/
	KeyPress (int keyCode) throw();

	/** Creates a copy of another KeyPress. */
	KeyPress (const KeyPress& other) throw();

	/** Copies this KeyPress from another one. */
	KeyPress& operator= (const KeyPress& other) throw();

	/** Compares two KeyPress objects. */
	bool operator== (const KeyPress& other) const throw();

	/** Compares two KeyPress objects. */
	bool operator!= (const KeyPress& other) const throw();

	/** Returns true if this is a valid KeyPress.

		A null keypress can be created by the default constructor, in case it's
		needed.
	*/
	bool isValid() const throw()				{ return keyCode != 0; }

	/** Returns the key code itself.

		This will either be one of the special constants defined in this class,
		or an 8-bit character code.
	*/
	int getKeyCode() const throw()				  { return keyCode; }

	/** Returns the key modifiers.

		@see ModifierKeys
	*/
	const ModifierKeys getModifiers() const throw()		 { return mods; }

	/** Returns the character that is associated with this keypress.

		This is the character that you'd expect to see printed if you press this
		keypress in a text editor or similar component.
	*/
	juce_wchar getTextCharacter() const throw()		 { return textCharacter; }

	/** Checks whether the KeyPress's key is the same as the one provided, without checking
		the modifiers.

		The values for key codes can either be one of the special constants defined in
		this class, or an 8-bit character code.

		@see getKeyCode
	*/
	bool isKeyCode (int keyCodeToCompare) const throw()	 { return keyCode == keyCodeToCompare; }

	/** Converts a textual key description to a KeyPress.

		This attempts to decode a textual version of a keypress, e.g. "CTRL + C" or "SPACE".

		This isn't designed to cope with any kind of input, but should be given the
		strings that are created by the getTextDescription() method.

		If the string can't be parsed, the object returned will be invalid.

		@see getTextDescription
	*/
	static const KeyPress createFromDescription (const String& textVersion);

	/** Creates a textual description of the key combination.

		e.g. "CTRL + C" or "DELETE".

		To store a keypress in a file, use this method, along with createFromDescription()
		to retrieve it later.
	*/
	const String getTextDescription() const;

	/** Checks whether the user is currently holding down the keys that make up this
		KeyPress.

		Note that this will return false if any extra modifier keys are
		down - e.g. if the keypress is CTRL+X and the user is actually holding CTRL+ALT+x
		then it will be false.
	*/
	bool isCurrentlyDown() const;

	/** Checks whether a particular key is held down, irrespective of modifiers.

		The values for key codes can either be one of the special constants defined in
		this class, or an 8-bit character code.
	*/
	static bool isKeyCurrentlyDown (int keyCode);

	// Key codes
	//
	// Note that the actual values of these are platform-specific and may change
	// without warning, so don't store them anywhere as constants. For persisting/retrieving
	// KeyPress objects, use getTextDescription() and createFromDescription() instead.
	//

	static const int spaceKey;	  /**< key-code for the space bar */
	static const int escapeKey;	 /**< key-code for the escape key */
	static const int returnKey;	 /**< key-code for the return key*/
	static const int tabKey;	/**< key-code for the tab key*/

	static const int deleteKey;	 /**< key-code for the delete key (not backspace) */
	static const int backspaceKey;  /**< key-code for the backspace key */
	static const int insertKey;	 /**< key-code for the insert key */

	static const int upKey;	 /**< key-code for the cursor-up key */
	static const int downKey;	   /**< key-code for the cursor-down key */
	static const int leftKey;	   /**< key-code for the cursor-left key */
	static const int rightKey;	  /**< key-code for the cursor-right key */
	static const int pageUpKey;	 /**< key-code for the page-up key */
	static const int pageDownKey;   /**< key-code for the page-down key */
	static const int homeKey;	   /**< key-code for the home key */
	static const int endKey;	/**< key-code for the end key */

	static const int F1Key;	 /**< key-code for the F1 key */
	static const int F2Key;	 /**< key-code for the F2 key */
	static const int F3Key;	 /**< key-code for the F3 key */
	static const int F4Key;	 /**< key-code for the F4 key */
	static const int F5Key;	 /**< key-code for the F5 key */
	static const int F6Key;	 /**< key-code for the F6 key */
	static const int F7Key;	 /**< key-code for the F7 key */
	static const int F8Key;	 /**< key-code for the F8 key */
	static const int F9Key;	 /**< key-code for the F9 key */
	static const int F10Key;	/**< key-code for the F10 key */
	static const int F11Key;	/**< key-code for the F11 key */
	static const int F12Key;	/**< key-code for the F12 key */
	static const int F13Key;	/**< key-code for the F13 key */
	static const int F14Key;	/**< key-code for the F14 key */
	static const int F15Key;	/**< key-code for the F15 key */
	static const int F16Key;	/**< key-code for the F16 key */

	static const int numberPad0;	 /**< key-code for the 0 on the numeric keypad. */
	static const int numberPad1;	 /**< key-code for the 1 on the numeric keypad. */
	static const int numberPad2;	 /**< key-code for the 2 on the numeric keypad. */
	static const int numberPad3;	 /**< key-code for the 3 on the numeric keypad. */
	static const int numberPad4;	 /**< key-code for the 4 on the numeric keypad. */
	static const int numberPad5;	 /**< key-code for the 5 on the numeric keypad. */
	static const int numberPad6;	 /**< key-code for the 6 on the numeric keypad. */
	static const int numberPad7;	 /**< key-code for the 7 on the numeric keypad. */
	static const int numberPad8;	 /**< key-code for the 8 on the numeric keypad. */
	static const int numberPad9;	 /**< key-code for the 9 on the numeric keypad. */

	static const int numberPadAdd;		/**< key-code for the add sign on the numeric keypad. */
	static const int numberPadSubtract;	   /**< key-code for the subtract sign on the numeric keypad. */
	static const int numberPadMultiply;	   /**< key-code for the multiply sign on the numeric keypad. */
	static const int numberPadDivide;	 /**< key-code for the divide sign on the numeric keypad. */
	static const int numberPadSeparator;	  /**< key-code for the comma on the numeric keypad. */
	static const int numberPadDecimalPoint;   /**< key-code for the decimal point sign on the numeric keypad. */
	static const int numberPadEquals;	 /**< key-code for the equals key on the numeric keypad. */
	static const int numberPadDelete;	 /**< key-code for the delete key on the numeric keypad. */

	static const int playKey;	/**< key-code for a multimedia 'play' key, (not all keyboards will have one) */
	static const int stopKey;	/**< key-code for a multimedia 'stop' key, (not all keyboards will have one) */
	static const int fastForwardKey; /**< key-code for a multimedia 'fast-forward' key, (not all keyboards will have one) */
	static const int rewindKey;	  /**< key-code for a multimedia 'rewind' key, (not all keyboards will have one) */

	juce_UseDebuggingNewOperator

private:

	int keyCode;
	ModifierKeys mods;
	juce_wchar textCharacter;
};

#endif   // __JUCE_KEYPRESS_JUCEHEADER__
/*** End of inlined file: juce_KeyPress.h ***/

class Component;

/**
	Receives callbacks when keys are pressed.

	You can add a key listener to a component to be informed when that component
	gets key events. See the Component::addListener method for more details.

	@see KeyPress, Component::addKeyListener, KeyPressMappingManager
*/
class JUCE_API  KeyListener
{
public:
	/** Destructor. */
	virtual ~KeyListener()  {}

	/** Called to indicate that a key has been pressed.

		If your implementation returns true, then the key event is considered to have
		been consumed, and will not be passed on to any other components. If it returns
		false, then the key will be passed to other components that might want to use it.

		@param key			  the keystroke, including modifier keys
		@param originatingComponent	 the component that received the key event
		@see keyStateChanged, Component::keyPressed
	*/
	virtual bool keyPressed (const KeyPress& key,
							 Component* originatingComponent) = 0;

	/** Called when any key is pressed or released.

		When this is called, classes that might be interested in
		the state of one or more keys can use KeyPress::isKeyCurrentlyDown() to
		check whether their key has changed.

		If your implementation returns true, then the key event is considered to have
		been consumed, and will not be passed on to any other components. If it returns
		false, then the key will be passed to other components that might want to use it.

		@param originatingComponent	 the component that received the key event
		@param isKeyDown		true if a key is being pressed, false if one is being released
		@see KeyPress, Component::keyStateChanged
	*/
	virtual bool keyStateChanged (bool isKeyDown, Component* originatingComponent);
};

#endif   // __JUCE_KEYLISTENER_JUCEHEADER__
/*** End of inlined file: juce_KeyListener.h ***/


/*** Start of inlined file: juce_KeyboardFocusTraverser.h ***/
#ifndef __JUCE_KEYBOARDFOCUSTRAVERSER_JUCEHEADER__
#define __JUCE_KEYBOARDFOCUSTRAVERSER_JUCEHEADER__

class Component;

/**
	Controls the order in which focus moves between components.

	The default algorithm used by this class to work out the order of traversal
	is as follows:
	- if two components both have an explicit focus order specified, then the
	  one with the lowest number comes first (see the Component::setExplicitFocusOrder()
	  method).
	- any component with an explicit focus order greater than 0 comes before ones
	  that don't have an order specified.
	- any unspecified components are traversed in a left-to-right, then top-to-bottom
	  order.

	If you need traversal in a more customised way, you can create a subclass
	of KeyboardFocusTraverser that uses your own algorithm, and use
	Component::createFocusTraverser() to create it.

	@see Component::setExplicitFocusOrder, Component::createFocusTraverser
*/
class JUCE_API  KeyboardFocusTraverser
{
public:
	KeyboardFocusTraverser();

	/** Destructor. */
	virtual ~KeyboardFocusTraverser();

	/** Returns the component that should be given focus after the specified one
		when moving "forwards".

		The default implementation will return the next component which is to the
		right of or below this one.

		This may return 0 if there's no suitable candidate.
	*/
	virtual Component* getNextComponent (Component* current);

	/** Returns the component that should be given focus after the specified one
		when moving "backwards".

		The default implementation will return the next component which is to the
		left of or above this one.

		This may return 0 if there's no suitable candidate.
	*/
	virtual Component* getPreviousComponent (Component* current);

	/** Returns the component that should receive focus be default within the given
		parent component.

		The default implementation will just return the foremost child component that
		wants focus.

		This may return 0 if there's no suitable candidate.
	*/
	virtual Component* getDefaultComponent (Component* parentComponent);
};

#endif   // __JUCE_KEYBOARDFOCUSTRAVERSER_JUCEHEADER__
/*** End of inlined file: juce_KeyboardFocusTraverser.h ***/


/*** Start of inlined file: juce_ImageEffectFilter.h ***/
#ifndef __JUCE_IMAGEEFFECTFILTER_JUCEHEADER__
#define __JUCE_IMAGEEFFECTFILTER_JUCEHEADER__


/*** Start of inlined file: juce_Graphics.h ***/
#ifndef __JUCE_GRAPHICS_JUCEHEADER__
#define __JUCE_GRAPHICS_JUCEHEADER__


/*** Start of inlined file: juce_Font.h ***/
#ifndef __JUCE_FONT_JUCEHEADER__
#define __JUCE_FONT_JUCEHEADER__


/*** Start of inlined file: juce_Typeface.h ***/
#ifndef __JUCE_TYPEFACE_JUCEHEADER__
#define __JUCE_TYPEFACE_JUCEHEADER__


/*** Start of inlined file: juce_Path.h ***/
#ifndef __JUCE_PATH_JUCEHEADER__
#define __JUCE_PATH_JUCEHEADER__


/*** Start of inlined file: juce_Line.h ***/
#ifndef __JUCE_LINE_JUCEHEADER__
#define __JUCE_LINE_JUCEHEADER__

/**
	Represents a line.

	This class contains a bunch of useful methods for various geometric
	tasks.

	The ValueType template parameter should be a primitive type - float or double
	are what it's designed for. Integer types will work in a basic way, but some methods
	that perform mathematical operations may not compile, or they may not produce
	sensible results.

	@see Point, Rectangle, Path, Graphics::drawLine
*/
template <typename ValueType>
class Line
{
public:

	/** Creates a line, using (0, 0) as its start and end points. */
	Line() throw()  {}

	/** Creates a copy of another line. */
	Line (const Line& other) throw()
		: start (other.start),
		  end (other.end)
	{
	}

	/** Creates a line based on the co-ordinates of its start and end points. */
	Line (ValueType startX, ValueType startY, ValueType endX, ValueType endY) throw()
		: start (startX, startY),
		  end (endX, endY)
	{
	}

	/** Creates a line from its start and end points. */
	Line (const Point<ValueType>& startPoint,
		  const Point<ValueType>& endPoint) throw()
		: start (startPoint),
		  end (endPoint)
	{
	}

	/** Copies a line from another one. */
	Line& operator= (const Line& other) throw()
	{
		start = other.start;
		end = other.end;
		return *this;
	}

	/** Destructor. */
	~Line() throw() {}

	/** Returns the x co-ordinate of the line's start point. */
	inline ValueType getStartX() const throw()				  { return start.getX(); }

	/** Returns the y co-ordinate of the line's start point. */
	inline ValueType getStartY() const throw()				  { return start.getY(); }

	/** Returns the x co-ordinate of the line's end point. */
	inline ValueType getEndX() const throw()				{ return end.getX(); }

	/** Returns the y co-ordinate of the line's end point. */
	inline ValueType getEndY() const throw()				{ return end.getY(); }

	/** Returns the line's start point. */
	inline const Point<ValueType>& getStart() const throw()		 { return start; }

	/** Returns the line's end point. */
	inline const Point<ValueType>& getEnd() const throw()		   { return end; }

	/** Changes this line's start point */
	void setStart (ValueType newStartX, ValueType newStartY) throw()	{ start.setXY (newStartX, newStartY); }

	/** Changes this line's end point */
	void setEnd (ValueType newEndX, ValueType newEndY) throw()		  { end.setXY (newEndX, newEndY); }

	/** Changes this line's start point */
	void setStart (const Point<ValueType>& newStart) throw()		{ start = newStart; }

	/** Changes this line's end point */
	void setEnd (const Point<ValueType>& newEnd) throw()			{ end = newEnd; }

	/** Returns a line that is the same as this one, but with the start and end reversed, */
	const Line reversed() const throw()					 { return Line (end, start); }

	/** Applies an affine transform to the line's start and end points. */
	void applyTransform (const AffineTransform& transform) throw()
	{
		start.applyTransform (transform);
		end.applyTransform (transform);
	}

	/** Returns the length of the line. */
	ValueType getLength() const throw()					 { return start.getDistanceFrom (end); }

	/** Returns true if the line's start and end x co-ordinates are the same. */
	bool isVertical() const throw()					 { return start.getX() == end.getX(); }

	/** Returns true if the line's start and end y co-ordinates are the same. */
	bool isHorizontal() const throw()					   { return start.getY() == end.getY(); }

	/** Returns the line's angle.

		This value is the number of radians clockwise from the 3 o'clock direction,
		where the line's start point is considered to be at the centre.
	*/
	ValueType getAngle() const throw()					  { return start.getAngleToPoint (end); }

	/** Compares two lines. */
	bool operator== (const Line& other) const throw()			   { return start == other.start && end == other.end; }

	/** Compares two lines. */
	bool operator!= (const Line& other) const throw()			   { return start != other.start || end != other.end; }

	/** Finds the intersection between two lines.

		@param line		 the other line
		@param intersection	 the position of the point where the lines meet (or
								where they would meet if they were infinitely long)
								the intersection (if the lines intersect). If the lines
								are parallel, this will just be set to the position
								of one of the line's endpoints.
		@returns	true if the line segments intersect; false if they dont. Even if they
					don't intersect, the intersection co-ordinates returned will still
					be valid
	*/
	bool intersects (const Line& line, Point<ValueType>& intersection) const throw()
	{
		return findIntersection (start, end, line.start, line.end, intersection);
	}

	/** Finds the intersection between two lines.

		@param line	 the line to intersect with
		@returns	the point at which the lines intersect, even if this lies beyond the end of the lines
	*/
	const Point<ValueType> getIntersection (const Line& line) const throw()
	{
		Point<ValueType> p;
		findIntersection (start, end, line.start, line.end, p);
		return p;
	}

	/** Returns the location of the point which is a given distance along this line.

		@param distanceFromStart	the distance to move along the line from its
									start point. This value can be negative or longer
									than the line itself
		@see getPointAlongLineProportionally
	*/
	const Point<ValueType> getPointAlongLine (ValueType distanceFromStart) const throw()
	{
		return start + (end - start) * (distanceFromStart / getLength());
	}

	/** Returns a point which is a certain distance along and to the side of this line.

		This effectively moves a given distance along the line, then another distance
		perpendicularly to this, and returns the resulting position.

		@param distanceFromStart	the distance to move along the line from its
									start point. This value can be negative or longer
									than the line itself
		@param perpendicularDistance	how far to move sideways from the line. If you're
									looking along the line from its start towards its
									end, then a positive value here will move to the
									right, negative value move to the left.
	*/
	const Point<ValueType> getPointAlongLine (ValueType distanceFromStart,
											  ValueType perpendicularDistance) const throw()
	{
		const Point<ValueType> delta (end - start);
		const double length = juce_hypot (delta.getX(), delta.getY());
		if (length == 0)
			return start;

		return Point<ValueType> (start.getX() + (ValueType) ((delta.getX() * distanceFromStart - delta.getY() * perpendicularDistance) / length),
								 start.getY() + (ValueType) ((delta.getY() * distanceFromStart + delta.getX() * perpendicularDistance) / length));
	}

	/** Returns the location of the point which is a given distance along this line
		proportional to the line's length.

		@param proportionOfLength   the distance to move along the line from its
									start point, in multiples of the line's length.
									So a value of 0.0 will return the line's start point
									and a value of 1.0 will return its end point. (This value
									can be negative or greater than 1.0).
		@see getPointAlongLine
	*/
	const Point<ValueType> getPointAlongLineProportionally (ValueType proportionOfLength) const throw()
	{
		return start + (end - start) * proportionOfLength;
	}

	/** Returns the smallest distance between this line segment and a given point.

		So if the point is close to the line, this will return the perpendicular
		distance from the line; if the point is a long way beyond one of the line's
		end-point's, it'll return the straight-line distance to the nearest end-point.

		pointOnLine receives the position of the point that is found.

		@returns the point's distance from the line
		@see getPositionAlongLineOfNearestPoint
	*/
	ValueType getDistanceFromPoint (const Point<ValueType>& targetPoint,
									Point<ValueType>& pointOnLine) const throw()
	{
		const Point<ValueType> delta (end - start);
		const double length = delta.getX() * delta.getX() + delta.getY() * delta.getY();

		if (length > 0)
		{
			const double prop = ((targetPoint.getX() - start.getX()) * delta.getX()
								  + (targetPoint.getY() - start.getY()) * delta.getY()) / length;

			if (prop >= 0 && prop <= 1.0)
			{
				pointOnLine = start + delta * (ValueType) prop;
				return targetPoint.getDistanceFrom (pointOnLine);
			}
		}

		const float fromStart = targetPoint.getDistanceFrom (start);
		const float fromEnd = targetPoint.getDistanceFrom (end);

		if (fromStart < fromEnd)
		{
			pointOnLine = start;
			return fromStart;
		}
		else
		{
			pointOnLine = end;
			return fromEnd;
		}
	}

	/** Finds the point on this line which is nearest to a given point, and
		returns its position as a proportional position along the line.

		@returns	a value 0 to 1.0 which is the distance along this line from the
					line's start to the point which is nearest to the point passed-in. To
					turn this number into a position, use getPointAlongLineProportionally().
		@see getDistanceFromPoint, getPointAlongLineProportionally
	*/
	ValueType findNearestProportionalPositionTo (const Point<ValueType>& point) const throw()
	{
		const Point<ValueType> delta (end - start);
		const double length = delta.getX() * delta.getX() + delta.getY() * delta.getY();

		return length <= 0 ? 0
						   : jlimit ((ValueType) 0, (ValueType) 1,
									 (ValueType) (((point.getX() - start.getX()) * delta.getX()
													+ (point.getY() - start.getY()) * delta.getY()) / length));
	}

	/** Finds the point on this line which is nearest to a given point.
		@see getDistanceFromPoint, findNearestProportionalPositionTo
	*/
	const Point<ValueType> findNearestPointTo (const Point<ValueType>& point) const throw()
	{
		return getPointAlongLineProportionally (findNearestProportionalPositionTo (point));
	}

	/** Returns true if the given point lies above this line.

		The return value is true if the point's y coordinate is less than the y
		coordinate of this line at the given x (assuming the line extends infinitely
		in both directions).
	*/
	bool isPointAbove (const Point<ValueType>& point) const throw()
	{
		return start.getX() != end.getX()
				&& point.getY() < ((end.getY() - start.getY())
									* (point.getX() - start.getX())) / (end.getX() - start.getX()) + start.getY();
	}

	/** Returns a shortened copy of this line.

		This will chop off part of the start of this line by a certain amount, (leaving the
		end-point the same), and return the new line.
	*/
	const Line withShortenedStart (ValueType distanceToShortenBy) const throw()
	{
		return Line (getPointAlongLine (jmin (distanceToShortenBy, getLength())), end);
	}

	/** Returns a shortened copy of this line.

		This will chop off part of the end of this line by a certain amount, (leaving the
		start-point the same), and return the new line.
	*/
	const Line withShortenedEnd (ValueType distanceToShortenBy) const throw()
	{
		const ValueType length = getLength();
		return Line (start, getPointAlongLine (length - jmin (distanceToShortenBy, length)));
	}

	juce_UseDebuggingNewOperator

private:
	Point<ValueType> start, end;

	static bool findIntersection (const Point<ValueType>& p1, const Point<ValueType>& p2,
								  const Point<ValueType>& p3, const Point<ValueType>& p4,
								  Point<ValueType>& intersection) throw()
	{
		if (p2 == p3)
		{
			intersection = p2;
			return true;
		}

		const Point<ValueType> d1 (p2 - p1);
		const Point<ValueType> d2 (p4 - p3);
		const ValueType divisor = d1.getX() * d2.getY() - d2.getX() * d1.getY();

		if (divisor == 0)
		{
			if (! (d1.isOrigin() || d2.isOrigin()))
			{
				if (d1.getY() == 0 && d2.getY() != 0)
				{
					const ValueType along = (p1.getY() - p3.getY()) / d2.getY();
					intersection = p1.withX (p3.getX() + along * d2.getX());
					return along >= 0 && along <= (ValueType) 1;
				}
				else if (d2.getY() == 0 && d1.getY() != 0)
				{
					const ValueType along = (p3.getY() - p1.getY()) / d1.getY();
					intersection = p3.withX (p1.getX() + along * d1.getX());
					return along >= 0 && along <= (ValueType) 1;
				}
				else if (d1.getX() == 0 && d2.getX() != 0)
				{
					const ValueType along = (p1.getX() - p3.getX()) / d2.getX();
					intersection = p1.withY (p3.getY() + along * d2.getY());
					return along >= 0 && along <= (ValueType) 1;
				}
				else if (d2.getX() == 0 && d1.getX() != 0)
				{
					const ValueType along = (p3.getX() - p1.getX()) / d1.getX();
					intersection = p3.withY (p1.getY() + along * d1.getY());
					return along >= 0 && along <= (ValueType) 1;
				}
			}

			intersection = (p2 + p3) / (ValueType) 2;
			return false;
		}

		const ValueType along1 = ((p1.getY() - p3.getY()) * d2.getX() - (p1.getX() - p3.getX()) * d2.getY()) / divisor;
		intersection = p1 + d1 * along1;

		if (along1 < 0 || along1 > (ValueType) 1)
			return false;

		const ValueType along2 = ((p1.getY() - p3.getY()) * d1.getX() - (p1.getX() - p3.getX()) * d1.getY()) / divisor;
		return along2 >= 0 && along2 <= (ValueType) 1;
	}
};

#endif   // __JUCE_LINE_JUCEHEADER__
/*** End of inlined file: juce_Line.h ***/


/*** Start of inlined file: juce_Rectangle.h ***/
#ifndef __JUCE_RECTANGLE_JUCEHEADER__
#define __JUCE_RECTANGLE_JUCEHEADER__

class RectangleList;

/**
	Manages a rectangle and allows geometric operations to be performed on it.

	@see RectangleList, Path, Line, Point
*/
template <typename ValueType>
class Rectangle
{
public:

	/** Creates a rectangle of zero size.

		The default co-ordinates will be (0, 0, 0, 0).
	*/
	Rectangle() throw()
	  : x (0), y (0), w (0), h (0)
	{
	}

	/** Creates a copy of another rectangle. */
	Rectangle (const Rectangle& other) throw()
	  : x (other.x), y (other.y),
		w (other.w), h (other.h)
	{
	}

	/** Creates a rectangle with a given position and size. */
	Rectangle (const ValueType initialX, const ValueType initialY,
			   const ValueType width, const ValueType height) throw()
	  : x (initialX), y (initialY),
		w (width), h (height)
	{
	}

	/** Creates a rectangle with a given size, and a position of (0, 0). */
	Rectangle (const ValueType width, const ValueType height) throw()
	  : x (0), y (0), w (width), h (height)
	{
	}

	/** Creates a Rectangle from the positions of two opposite corners. */
	Rectangle (const Point<ValueType>& corner1, const Point<ValueType>& corner2) throw()
	  : x (jmin (corner1.getX(), corner2.getX())),
		y (jmin (corner1.getY(), corner2.getY())),
		w (corner1.getX() - corner2.getX()),
		h (corner1.getY() - corner2.getY())
	{
		if (w < 0) w = -w;
		if (h < 0) h = -h;
	}

	/** Creates a Rectangle from a set of left, right, top, bottom coordinates.
		The right and bottom values must be larger than the left and top ones, or the resulting
		rectangle will have a negative size.
	*/
	static const Rectangle leftTopRightBottom (const ValueType left, const ValueType top,
											   const ValueType right, const ValueType bottom) throw()
	{
		return Rectangle (left, top, right - left, bottom - top);
	}

	Rectangle& operator= (const Rectangle& other) throw()
	{
		x = other.x; y = other.y;
		w = other.w; h = other.h;
		return *this;
	}

	/** Destructor. */
	~Rectangle() throw() {}

	/** Returns true if the rectangle's width and height are both zero or less */
	bool isEmpty() const throw()					{ return w <= 0 || h <= 0; }

	/** Returns the x co-ordinate of the rectangle's left-hand-side. */
	inline ValueType getX() const throw()			   { return x; }

	/** Returns the y co-ordinate of the rectangle's top edge. */
	inline ValueType getY() const throw()			   { return y; }

	/** Returns the width of the rectangle. */
	inline ValueType getWidth() const throw()			   { return w; }

	/** Returns the height of the rectangle. */
	inline ValueType getHeight() const throw()			  { return h; }

	/** Returns the x co-ordinate of the rectangle's right-hand-side. */
	inline ValueType getRight() const throw()			   { return x + w; }

	/** Returns the y co-ordinate of the rectangle's bottom edge. */
	inline ValueType getBottom() const throw()			  { return y + h; }

	/** Returns the x co-ordinate of the rectangle's centre. */
	ValueType getCentreX() const throw()				{ return x + w / (ValueType) 2; }

	/** Returns the y co-ordinate of the rectangle's centre. */
	ValueType getCentreY() const throw()				{ return y + h / (ValueType) 2; }

	/** Returns the centre point of the rectangle. */
	const Point<ValueType> getCentre() const throw()		{ return Point<ValueType> (x + w / (ValueType) 2, y + h / (ValueType) 2); }

	/** Returns the aspect ratio of the rectangle's width / height.
		If widthOverHeight is true, it returns width / height; if widthOverHeight is false,
		it returns height / width. */
	ValueType getAspectRatio (const bool widthOverHeight = true) const throw()			  { return widthOverHeight ? w / h : h / w; }

	/** Returns the rectangle's top-left position as a Point. */
	const Point<ValueType> getPosition() const throw()						  { return Point<ValueType> (x, y); }

	/** Changes the position of the rectangle's top-left corner (leaving its size unchanged). */
	void setPosition (const Point<ValueType>& newPos) throw()					   { x = newPos.getX(); y = newPos.getY(); }

	/** Changes the position of the rectangle's top-left corner (leaving its size unchanged). */
	void setPosition (const ValueType newX, const ValueType newY) throw()			   { x = newX; y = newY; }

	/** Returns a rectangle with the same size as this one, but a new position. */
	const Rectangle withPosition (const Point<ValueType>& newPos) const throw()			 { return Rectangle (newPos.getX(), newPos.getY(), w, h); }

	/** Returns the rectangle's top-left position as a Point. */
	const Point<ValueType> getTopLeft() const throw()						   { return getPosition(); }

	/** Returns the rectangle's top-right position as a Point. */
	const Point<ValueType> getTopRight() const throw()						  { return Point<ValueType> (x + w, y); }

	/** Returns the rectangle's bottom-left position as a Point. */
	const Point<ValueType> getBottomLeft() const throw()						{ return Point<ValueType> (x, y + h); }

	/** Returns the rectangle's bottom-right position as a Point. */
	const Point<ValueType> getBottomRight() const throw()					   { return Point<ValueType> (x + w, y + h); }

	/** Changes the rectangle's size, leaving the position of its top-left corner unchanged. */
	void setSize (const ValueType newWidth, const ValueType newHeight) throw()			  { w = newWidth; h = newHeight; }

	/** Returns a rectangle with the same position as this one, but a new size. */
	const Rectangle withSize (const ValueType newWidth, const ValueType newHeight) const throw()	{ return Rectangle (x, y, newWidth, newHeight); }

	/** Changes all the rectangle's co-ordinates. */
	void setBounds (const ValueType newX, const ValueType newY,
					const ValueType newWidth, const ValueType newHeight) throw()
	{
		x = newX; y = newY; w = newWidth; h = newHeight;
	}

	/** Changes the rectangle's X coordinate */
	void setX (const ValueType newX) throw()			{ x = newX; }

	/** Changes the rectangle's Y coordinate */
	void setY (const ValueType newY) throw()			{ y = newY; }

	/** Changes the rectangle's width */
	void setWidth (const ValueType newWidth) throw()		{ w = newWidth; }

	/** Changes the rectangle's height */
	void setHeight (const ValueType newHeight) throw()		  { h = newHeight; }

	/** Returns a rectangle which has the same size and y-position as this one, but with a different x-position. */
	const Rectangle withX (const ValueType newX) const throw()					  { return Rectangle (newX, y, w, h); }

	/** Returns a rectangle which has the same size and x-position as this one, but with a different y-position. */
	const Rectangle withY (const ValueType newY) const throw()					  { return Rectangle (x, newY, w, h); }

	/** Returns a rectangle which has the same position and height as this one, but with a different width. */
	const Rectangle withWidth (const ValueType newWidth) const throw()				  { return Rectangle (x, y, newWidth, h); }

	/** Returns a rectangle which has the same position and width as this one, but with a different height. */
	const Rectangle withHeight (const ValueType newHeight) const throw()				{ return Rectangle (x, y, w, newHeight); }

	/** Moves the x position, adjusting the width so that the right-hand edge remains in the same place.
		If the x is moved to be on the right of the current right-hand edge, the width will be set to zero.
		@see withLeft
	*/
	void setLeft (const ValueType newLeft) throw()
	{
		w = jmax (ValueType(), x + w - newLeft);
		x = newLeft;
	}

	/** Returns a new rectangle with a different x position, but the same right-hand edge as this one.
		If the new x is beyond the right of the current right-hand edge, the width will be set to zero.
		@see setLeft
	*/
	const Rectangle withLeft (const ValueType newLeft) const throw()	{ return Rectangle (newLeft, y, jmax (ValueType(), x + w - newLeft), h); }

	/** Moves the y position, adjusting the height so that the bottom edge remains in the same place.
		If the y is moved to be below the current bottom edge, the height will be set to zero.
		@see withTop
	*/
	void setTop (const ValueType newTop) throw()
	{
		h = jmax (ValueType(), y + h - newTop);
		y = newTop;
	}

	/** Returns a new rectangle with a different y position, but the same bottom edge as this one.
		If the new y is beyond the bottom of the current rectangle, the height will be set to zero.
		@see setTop
	*/
	const Rectangle withTop (const ValueType newTop) const throw()	  { return Rectangle (x, newTop, w, jmax (ValueType(), y + h - newTop)); }

	/** Adjusts the width so that the right-hand edge of the rectangle has this new value.
		If the new right is below the current X value, the X will be pushed down to match it.
		@see getRight, withRight
	*/
	void setRight (const ValueType newRight) throw()
	{
		x = jmin (x, newRight);
		w = newRight - x;
	}

	/** Returns a new rectangle with a different right-hand edge position, but the same left-hand edge as this one.
		If the new right edge is below the current left-hand edge, the width will be set to zero.
		@see setRight
	*/
	const Rectangle withRight (const ValueType newRight) const throw()	  { return Rectangle (jmin (x, newRight), y, jmax (ValueType(), newRight - x), h); }

	/** Adjusts the height so that the bottom edge of the rectangle has this new value.
		If the new bottom is lower than the current Y value, the Y will be pushed down to match it.
		@see getBottom, withBottom
	*/
	void setBottom (const ValueType newBottom) throw()
	{
		y = jmin (y, newBottom);
		h = newBottom - y;
	}

	/** Returns a new rectangle with a different bottom edge position, but the same top edge as this one.
		If the new y is beyond the bottom of the current rectangle, the height will be set to zero.
		@see setBottom
	*/
	const Rectangle withBottom (const ValueType newBottom) const throw()	{ return Rectangle (x, jmin (y, newBottom), w, jmax (ValueType(), newBottom - y)); }

	/** Moves the rectangle's position by adding amount to its x and y co-ordinates. */
	void translate (const ValueType deltaX,
					const ValueType deltaY) throw()
	{
		x += deltaX;
		y += deltaY;
	}

	/** Returns a rectangle which is the same as this one moved by a given amount. */
	const Rectangle translated (const ValueType deltaX,
								const ValueType deltaY) const throw()
	{
		return Rectangle (x + deltaX, y + deltaY, w, h);
	}

	/** Returns a rectangle which is the same as this one moved by a given amount. */
	const Rectangle operator+ (const Point<ValueType>& deltaPosition) const throw()
	{
		return Rectangle (x + deltaPosition.getX(), y + deltaPosition.getY(), w, h);
	}

	/** Moves this rectangle by a given amount. */
	Rectangle& operator+= (const Point<ValueType>& deltaPosition) throw()
	{
		x += deltaPosition.getX(); y += deltaPosition.getY();
		return *this;
	}

	/** Returns a rectangle which is the same as this one moved by a given amount. */
	const Rectangle operator- (const Point<ValueType>& deltaPosition) const throw()
	{
		return Rectangle (x - deltaPosition.getX(), y - deltaPosition.getY(), w, h);
	}

	/** Moves this rectangle by a given amount. */
	Rectangle& operator-= (const Point<ValueType>& deltaPosition) throw()
	{
		x -= deltaPosition.getX(); y -= deltaPosition.getY();
		return *this;
	}

	/** Expands the rectangle by a given amount.

		Effectively, its new size is (x - deltaX, y - deltaY, w + deltaX * 2, h + deltaY * 2).
		@see expanded, reduce, reduced
	*/
	void expand (const ValueType deltaX,
				 const ValueType deltaY) throw()
	{
		const ValueType nw = jmax (ValueType(), w + deltaX * 2);
		const ValueType nh = jmax (ValueType(), h + deltaY * 2);
		setBounds (x - deltaX, y - deltaY, nw, nh);
	}

	/** Returns a rectangle that is larger than this one by a given amount.

		Effectively, the rectangle returned is (x - deltaX, y - deltaY, w + deltaX * 2, h + deltaY * 2).
		@see expand, reduce, reduced
	*/
	const Rectangle expanded (const ValueType deltaX,
							  const ValueType deltaY) const throw()
	{
		const ValueType nw = jmax (ValueType(), w + deltaX * 2);
		const ValueType nh = jmax (ValueType(), h + deltaY * 2);
		return Rectangle (x - deltaX, y - deltaY, nw, nh);
	}

	/** Shrinks the rectangle by a given amount.

		Effectively, its new size is (x + deltaX, y + deltaY, w - deltaX * 2, h - deltaY * 2).
		@see reduced, expand, expanded
	*/
	void reduce (const ValueType deltaX,
				 const ValueType deltaY) throw()
	{
		expand (-deltaX, -deltaY);
	}

	/** Returns a rectangle that is smaller than this one by a given amount.

		Effectively, the rectangle returned is (x + deltaX, y + deltaY, w - deltaX * 2, h - deltaY * 2).
		@see reduce, expand, expanded
	*/
	const Rectangle reduced (const ValueType deltaX,
							 const ValueType deltaY) const throw()
	{
		return expanded (-deltaX, -deltaY);
	}

	/** Removes a strip from the top of this rectangle, reducing this rectangle
		by the specified amount and returning the section that was removed.

		E.g. if this rectangle is (100, 100, 300, 300) and amountToRemove is 50, this will
		return (100, 100, 300, 50) and leave this rectangle as (100, 150, 300, 250).

		If amountToRemove is greater than the height of this rectangle, it'll be clipped to
		that value.
	*/
	const Rectangle removeFromTop (const ValueType amountToRemove) throw()
	{
		const Rectangle r (x, y, w, jmin (amountToRemove, h));
		y += r.h; h -= r.h;
		return r;
	}

	/** Removes a strip from the left-hand edge of this rectangle, reducing this rectangle
		by the specified amount and returning the section that was removed.

		E.g. if this rectangle is (100, 100, 300, 300) and amountToRemove is 50, this will
		return (100, 100, 50, 300) and leave this rectangle as (150, 100, 250, 300).

		If amountToRemove is greater than the width of this rectangle, it'll be clipped to
		that value.
	*/
	const Rectangle removeFromLeft (const ValueType amountToRemove) throw()
	{
		const Rectangle r (x, y, jmin (amountToRemove, w), h);
		x += r.w; w -= r.w;
		return r;
	}

	/** Removes a strip from the right-hand edge of this rectangle, reducing this rectangle
		by the specified amount and returning the section that was removed.

		E.g. if this rectangle is (100, 100, 300, 300) and amountToRemove is 50, this will
		return (250, 100, 50, 300) and leave this rectangle as (100, 100, 250, 300).

		If amountToRemove is greater than the width of this rectangle, it'll be clipped to
		that value.
	*/
	const Rectangle removeFromRight (ValueType amountToRemove) throw()
	{
		amountToRemove = jmin (amountToRemove, w);
		const Rectangle r (x + w - amountToRemove, y, amountToRemove, h);
		w -= amountToRemove;
		return r;
	}

	/** Removes a strip from the bottom of this rectangle, reducing this rectangle
		by the specified amount and returning the section that was removed.

		E.g. if this rectangle is (100, 100, 300, 300) and amountToRemove is 50, this will
		return (100, 250, 300, 50) and leave this rectangle as (100, 100, 300, 250).

		If amountToRemove is greater than the height of this rectangle, it'll be clipped to
		that value.
	*/
	const Rectangle removeFromBottom (ValueType amountToRemove) throw()
	{
		amountToRemove = jmin (amountToRemove, h);
		const Rectangle r (x, y + h - amountToRemove, w, amountToRemove);
		h -= amountToRemove;
		return r;
	}

	/** Returns true if the two rectangles are identical. */
	bool operator== (const Rectangle& other) const throw()
	{
		return x == other.x && y == other.y
			&& w == other.w && h == other.h;
	}

	/** Returns true if the two rectangles are not identical. */
	bool operator!= (const Rectangle& other) const throw()
	{
		return x != other.x || y != other.y
			|| w != other.w || h != other.h;
	}

	/** Returns true if this co-ordinate is inside the rectangle. */
	bool contains (const ValueType xCoord, const ValueType yCoord) const throw()
	{
		return xCoord >= x && yCoord >= y && xCoord < x + w && yCoord < y + h;
	}

	/** Returns true if this co-ordinate is inside the rectangle. */
	bool contains (const Point<ValueType>& point) const throw()
	{
		return point.getX() >= x && point.getY() >= y && point.getX() < x + w && point.getY() < y + h;
	}

	/** Returns true if this other rectangle is completely inside this one. */
	bool contains (const Rectangle& other) const throw()
	{
		return x <= other.x && y <= other.y
			&& x + w >= other.x + other.w && y + h >= other.y + other.h;
	}

	/** Returns the nearest point to the specified point that lies within this rectangle. */
	const Point<ValueType> getConstrainedPoint (const Point<ValueType>& point) const throw()
	{
		return Point<ValueType> (jlimit (x, x + w, point.getX()),
								 jlimit (y, y + h, point.getY()));
	}

	/** Returns true if any part of another rectangle overlaps this one. */
	bool intersects (const Rectangle& other) const throw()
	{
		return x + w > other.x
			&& y + h > other.y
			&& x < other.x + other.w
			&& y < other.y + other.h
			&& w > ValueType() && h > ValueType();
	}

	/** Returns the region that is the overlap between this and another rectangle.

		If the two rectangles don't overlap, the rectangle returned will be empty.
	*/
	const Rectangle getIntersection (const Rectangle& other) const throw()
	{
		const ValueType nx = jmax (x, other.x);
		const ValueType ny = jmax (y, other.y);
		const ValueType nw = jmin (x + w, other.x + other.w) - nx;
		const ValueType nh = jmin (y + h, other.y + other.h) - ny;

		if (nw >= ValueType() && nh >= ValueType())
			return Rectangle (nx, ny, nw, nh);

		return Rectangle();
	}

	/** Clips a rectangle so that it lies only within this one.

		This is a non-static version of intersectRectangles().

		Returns false if the two regions didn't overlap.
	*/
	bool intersectRectangle (ValueType& otherX, ValueType& otherY, ValueType& otherW, ValueType& otherH) const throw()
	{
		const int maxX = jmax (otherX, x);
		otherW = jmin (otherX + otherW, x + w) - maxX;

		if (otherW > 0)
		{
			const int maxY = jmax (otherY, y);
			otherH = jmin (otherY + otherH, y + h) - maxY;

			if (otherH > 0)
			{
				otherX = maxX; otherY = maxY;
				return true;
			}
		}

		return false;
	}

	/** Returns the smallest rectangle that contains both this one and the one passed-in.

		If either this or the other rectangle are empty, they will not be counted as
		part of the resulting region.
	*/
	const Rectangle getUnion (const Rectangle& other) const throw()
	{
		if (other.isEmpty())  return *this;
		if (isEmpty())	return other;

		const ValueType newX = jmin (x, other.x);
		const ValueType newY = jmin (y, other.y);

		return Rectangle (newX, newY,
						  jmax (x + w, other.x + other.w) - newX,
						  jmax (y + h, other.y + other.h) - newY);
	}

	/** If this rectangle merged with another one results in a simple rectangle, this
		will set this rectangle to the result, and return true.

		Returns false and does nothing to this rectangle if the two rectangles don't overlap,
		or if they form a complex region.
	*/
	bool enlargeIfAdjacent (const Rectangle& other) throw()
	{
		if (x == other.x && getRight() == other.getRight()
			 && (other.getBottom() >= y && other.y <= getBottom()))
		{
			const ValueType newY = jmin (y, other.y);
			h = jmax (getBottom(), other.getBottom()) - newY;
			y = newY;
			return true;
		}
		else if (y == other.y && getBottom() == other.getBottom()
				  && (other.getRight() >= x && other.x <= getRight()))
		{
			const ValueType newX = jmin (x, other.x);
			w = jmax (getRight(), other.getRight()) - newX;
			x = newX;
			return true;
		}

		return false;
	}

	/** If after removing another rectangle from this one the result is a simple rectangle,
		this will set this object's bounds to be the result, and return true.

		Returns false and does nothing to this rectangle if the two rectangles don't overlap,
		or if removing the other one would form a complex region.
	*/
	bool reduceIfPartlyContainedIn (const Rectangle& other) throw()
	{
		int inside = 0;
		const int otherR = other.getRight();
		if (x >= other.x && x < otherR) inside = 1;
		const int otherB = other.getBottom();
		if (y >= other.y && y < otherB) inside |= 2;
		const int r = x + w;
		if (r >= other.x && r < otherR) inside |= 4;
		const int b = y + h;
		if (b >= other.y && b < otherB) inside |= 8;

		switch (inside)
		{
			case 1 + 2 + 8:	 w = r - otherR; x = otherR; return true;
			case 1 + 2 + 4:	 h = b - otherB; y = otherB; return true;
			case 2 + 4 + 8:	 w = other.x - x; return true;
			case 1 + 4 + 8:	 h = other.y - y; return true;
		}

		return false;
	}

	/** Returns the smallest rectangle that can contain the shape created by applying
		a transform to this rectangle.

		This should only be used on floating point rectangles.
	*/
	const Rectangle<ValueType> transformed (const AffineTransform& transform) const throw()
	{
		float x1 = x,	 y1 = y;
		float x2 = x + w, y2 = y;
		float x3 = x,	 y3 = y + h;
		float x4 = x2,	y4 = y3;

		transform.transformPoints (x1, y1, x2, y2);
		transform.transformPoints (x3, y3, x4, y4);

		const float rx = jmin (x1, x2, x3, x4);
		const float ry = jmin (y1, y2, y3, y4);

		return Rectangle (rx, ry,
						  jmax (x1, x2, x3, x4) - rx,
						  jmax (y1, y2, y3, y4) - ry);
	}

	/** Returns the smallest integer-aligned rectangle that completely contains this one.
		This is only relevent for floating-point rectangles, of course.
		@see toFloat()
	*/
	const Rectangle<int> getSmallestIntegerContainer() const throw()
	{
		const int x1 = (int) std::floor (static_cast<float> (x));
		const int y1 = (int) std::floor (static_cast<float> (y));
		const int x2 = (int) std::floor (static_cast<float> (x + w + 0.9999f));
		const int y2 = (int) std::floor (static_cast<float> (y + h + 0.9999f));

		return Rectangle<int> (x1, y1, x2 - x1, y2 - y1);
	}

	/** Returns the smallest Rectangle that can contain a set of points. */
	static const Rectangle findAreaContainingPoints (const Point<ValueType>* const points, const int numPoints) throw()
	{
		if (numPoints == 0)
			return Rectangle();

		ValueType minX (points[0].getX());
		ValueType maxX (minX);
		ValueType minY (points[0].getY());
		ValueType maxY (minY);

		for (int i = 1; i < numPoints; ++i)
		{
			minX = jmin (minX, points[i].getX());
			maxX = jmax (maxX, points[i].getX());
			minY = jmin (minY, points[i].getY());
			maxY = jmax (maxY, points[i].getY());
		}

		return Rectangle (minX, minY, maxX - minX, maxY - minY);
	}

	/** Casts this rectangle to a Rectangle<float>.
		Obviously this is mainly useful for rectangles that use integer types.
		@see getSmallestIntegerContainer
	*/
	const Rectangle<float> toFloat() const throw()
	{
		return Rectangle<float> (static_cast<float> (x), static_cast<float> (y),
								 static_cast<float> (w), static_cast<float> (h));
	}

	/** Static utility to intersect two sets of rectangular co-ordinates.

		Returns false if the two regions didn't overlap.

		@see intersectRectangle
	*/
	static bool intersectRectangles (ValueType& x1, ValueType& y1, ValueType& w1, ValueType& h1,
									 const ValueType x2, const ValueType y2, const ValueType w2, const ValueType h2) throw()
	{
		const ValueType x = jmax (x1, x2);
		w1 = jmin (x1 + w1, x2 + w2) - x;

		if (w1 > 0)
		{
			const ValueType y = jmax (y1, y2);
			h1 = jmin (y1 + h1, y2 + h2) - y;

			if (h1 > 0)
			{
				x1 = x; y1 = y;
				return true;
			}
		}

		return false;
	}

	/** Creates a string describing this rectangle.

		The string will be of the form "x y width height", e.g. "100 100 400 200".

		Coupled with the fromString() method, this is very handy for things like
		storing rectangles (particularly component positions) in XML attributes.

		@see fromString
	*/
	const String toString() const
	{
		String s;
		s.preallocateStorage (16);
		s << x << ' ' << y << ' ' << w << ' ' << h;
		return s;
	}

	/** Parses a string containing a rectangle's details.

		The string should contain 4 integer tokens, in the form "x y width height". They
		can be comma or whitespace separated.

		This method is intended to go with the toString() method, to form an easy way
		of saving/loading rectangles as strings.

		@see toString
	*/
	static const Rectangle fromString (const String& stringVersion)
	{
		StringArray toks;
		toks.addTokens (stringVersion.trim(), ",; \t\r\n", String::empty);

		return Rectangle (toks[0].trim().getIntValue(),
						  toks[1].trim().getIntValue(),
						  toks[2].trim().getIntValue(),
						  toks[3].trim().getIntValue());
	}

	juce_UseDebuggingNewOperator

private:
	friend class RectangleList;
	ValueType x, y, w, h;
};

#endif   // __JUCE_RECTANGLE_JUCEHEADER__
/*** End of inlined file: juce_Rectangle.h ***/


/*** Start of inlined file: juce_Justification.h ***/
#ifndef __JUCE_JUSTIFICATION_JUCEHEADER__
#define __JUCE_JUSTIFICATION_JUCEHEADER__

/**
	Represents a type of justification to be used when positioning graphical items.

	e.g. it indicates whether something should be placed top-left, top-right,
	centred, etc.

	It is used in various places wherever this kind of information is needed.
*/
class JUCE_API  Justification
{
public:

	/** Creates a Justification object using a combination of flags. */
	inline Justification (int flags_) throw()  : flags (flags_) {}

	/** Creates a copy of another Justification object. */
	Justification (const Justification& other) throw();

	/** Copies another Justification object. */
	Justification& operator= (const Justification& other) throw();

	bool operator== (const Justification& other) const throw()	  { return flags == other.flags; }
	bool operator!= (const Justification& other) const throw()	  { return flags != other.flags; }

	/** Returns the raw flags that are set for this Justification object. */
	inline int getFlags() const throw()				 { return flags; }

	/** Tests a set of flags for this object.

		@returns true if any of the flags passed in are set on this object.
	*/
	inline bool testFlags (int flagsToTest) const throw()	   { return (flags & flagsToTest) != 0; }

	/** Returns just the flags from this object that deal with vertical layout. */
	int getOnlyVerticalFlags() const throw();

	/** Returns just the flags from this object that deal with horizontal layout. */
	int getOnlyHorizontalFlags() const throw();

	/** Adjusts the position of a rectangle to fit it into a space.

		The (x, y) position of the rectangle will be updated to position it inside the
		given space according to the justification flags.
	*/
	void applyToRectangle (int& x, int& y, int w, int h,
						   int spaceX, int spaceY, int spaceW, int spaceH) const throw();

	/** Flag values that can be combined and used in the constructor. */
	enum
	{

		/** Indicates that the item should be aligned against the left edge of the available space. */
		left				= 1,

		/** Indicates that the item should be aligned against the right edge of the available space. */
		right			   = 2,

		/** Indicates that the item should be placed in the centre between the left and right
			sides of the available space. */
		horizontallyCentred		 = 4,

		/** Indicates that the item should be aligned against the top edge of the available space. */
		top				 = 8,

		/** Indicates that the item should be aligned against the bottom edge of the available space. */
		bottom			  = 16,

		/** Indicates that the item should be placed in the centre between the top and bottom
			sides of the available space. */
		verticallyCentred		   = 32,

		/** Indicates that lines of text should be spread out to fill the maximum width
			available, so that both margins are aligned vertically.
		*/
		horizontallyJustified	   = 64,

		/** Indicates that the item should be centred vertically and horizontally.

			This is equivalent to (horizontallyCentred | verticallyCentred)
		*/
		centred			 = 36,

		/** Indicates that the item should be centred vertically but placed on the left hand side.

			This is equivalent to (left | verticallyCentred)
		*/
		centredLeft			 = 33,

		/** Indicates that the item should be centred vertically but placed on the right hand side.

			This is equivalent to (right | verticallyCentred)
		*/
		centredRight			= 34,

		/** Indicates that the item should be centred horizontally and placed at the top.

			This is equivalent to (horizontallyCentred | top)
		*/
		centredTop			  = 12,

		/** Indicates that the item should be centred horizontally and placed at the bottom.

			This is equivalent to (horizontallyCentred | bottom)
		*/
		centredBottom		   = 20,

		/** Indicates that the item should be placed in the top-left corner.

			This is equivalent to (left | top)
		*/
		topLeft			 = 9,

		/** Indicates that the item should be placed in the top-right corner.

			This is equivalent to (right | top)
		*/
		topRight			= 10,

		/** Indicates that the item should be placed in the bottom-left corner.

			This is equivalent to (left | bottom)
		*/
		bottomLeft			  = 17,

		/** Indicates that the item should be placed in the bottom-left corner.

			This is equivalent to (right | bottom)
		*/
		bottomRight			 = 18
	};

private:

	int flags;
};

#endif   // __JUCE_JUSTIFICATION_JUCEHEADER__
/*** End of inlined file: juce_Justification.h ***/

class Image;

/**
	A path is a sequence of lines and curves that may either form a closed shape
	or be open-ended.

	To use a path, you can create an empty one, then add lines and curves to it
	to create shapes, then it can be rendered by a Graphics context or used
	for geometric operations.

	e.g. @code
	Path myPath;

	myPath.startNewSubPath (10.0f, 10.0f);	  // move the current position to (10, 10)
	myPath.lineTo (100.0f, 200.0f);		 // draw a line from here to (100, 200)
	myPath.quadraticTo (0.0f, 150.0f, 5.0f, 50.0f); // draw a curve that ends at (5, 50)
	myPath.closeSubPath();			  // close the subpath with a line back to (10, 10)

	// add an ellipse as well, which will form a second sub-path within the path..
	myPath.addEllipse (50.0f, 50.0f, 40.0f, 30.0f);

	// double the width of the whole thing..
	myPath.applyTransform (AffineTransform::scale (2.0f, 1.0f));

	// and draw it to a graphics context with a 5-pixel thick outline.
	g.strokePath (myPath, PathStrokeType (5.0f));

	@endcode

	A path object can actually contain multiple sub-paths, which may themselves
	be open or closed.

	@see PathFlatteningIterator, PathStrokeType, Graphics
*/
class JUCE_API  Path
{
public:

	/** Creates an empty path. */
	Path();

	/** Creates a copy of another path. */
	Path (const Path& other);

	/** Destructor. */
	~Path();

	/** Copies this path from another one. */
	Path& operator= (const Path& other);

	bool operator== (const Path& other) const throw();
	bool operator!= (const Path& other) const throw();

	/** Returns true if the path doesn't contain any lines or curves. */
	bool isEmpty() const throw();

	/** Returns the smallest rectangle that contains all points within the path.
	*/
	const Rectangle<float> getBounds() const throw();

	/** Returns the smallest rectangle that contains all points within the path
		after it's been transformed with the given tranasform matrix.
	*/
	const Rectangle<float> getBoundsTransformed (const AffineTransform& transform) const throw();

	/** Checks whether a point lies within the path.

		This is only relevent for closed paths (see closeSubPath()), and
		may produce false results if used on a path which has open sub-paths.

		The path's winding rule is taken into account by this method.

		The tolerence parameter is passed to the PathFlatteningIterator that
		is used to trace the path - for more info about it, see the notes for
		the PathFlatteningIterator constructor.

		@see closeSubPath, setUsingNonZeroWinding
	*/
	bool contains (float x, float y,
				   float tolerence = 10.0f) const;

	/** Checks whether a point lies within the path.

		This is only relevent for closed paths (see closeSubPath()), and
		may produce false results if used on a path which has open sub-paths.

		The path's winding rule is taken into account by this method.

		The tolerence parameter is passed to the PathFlatteningIterator that
		is used to trace the path - for more info about it, see the notes for
		the PathFlatteningIterator constructor.

		@see closeSubPath, setUsingNonZeroWinding
	*/
	bool contains (const Point<float>& point,
				   float tolerence = 10.0f) const;

	/** Checks whether a line crosses the path.

		This will return positive if the line crosses any of the paths constituent
		lines or curves. It doesn't take into account whether the line is inside
		or outside the path, or whether the path is open or closed.

		The tolerence parameter is passed to the PathFlatteningIterator that
		is used to trace the path - for more info about it, see the notes for
		the PathFlatteningIterator constructor.
	*/
	bool intersectsLine (const Line<float>& line,
						 float tolerence = 10.0f);

	/** Cuts off parts of a line to keep the parts that are either inside or
		outside this path.

		Note that this isn't smart enough to cope with situations where the
		line would need to be cut into multiple pieces to correctly clip against
		a re-entrant shape.

		@param line			 the line to clip
		@param keepSectionOutsidePath   if true, it's the section outside the path
										that will be kept; if false its the section inside
										the path
	*/
	const Line<float> getClippedLine (const Line<float>& line, bool keepSectionOutsidePath) const;

	/** Returns the length of the path.
		@see getPointAlongPath
	*/
	float getLength (const AffineTransform& transform = AffineTransform::identity) const;

	/** Returns a point that is the specified distance along the path.
		If the distance is greater than the total length of the path, this will return the
		end point.
		@see getLength
	*/
	const Point<float> getPointAlongPath (float distanceFromStart,
										  const AffineTransform& transform = AffineTransform::identity) const;

	/** Finds the point along the path which is nearest to a given position.
		This sets pointOnPath to the nearest point, and returns the distance of this point from the start
		of the path.
	*/
	float getNearestPoint (const Point<float>& targetPoint,
						   Point<float>& pointOnPath,
						   const AffineTransform& transform = AffineTransform::identity) const;

	/** Removes all lines and curves, resetting the path completely. */
	void clear() throw();

	/** Begins a new subpath with a given starting position.

		This will move the path's current position to the co-ordinates passed in and
		make it ready to draw lines or curves starting from this position.

		After adding whatever lines and curves are needed, you can either
		close the current sub-path using closeSubPath() or call startNewSubPath()
		to move to a new sub-path, leaving the old one open-ended.

		@see lineTo, quadraticTo, cubicTo, closeSubPath
	*/
	void startNewSubPath (float startX, float startY);

	/** Begins a new subpath with a given starting position.

		This will move the path's current position to the co-ordinates passed in and
		make it ready to draw lines or curves starting from this position.

		After adding whatever lines and curves are needed, you can either
		close the current sub-path using closeSubPath() or call startNewSubPath()
		to move to a new sub-path, leaving the old one open-ended.

		@see lineTo, quadraticTo, cubicTo, closeSubPath
	*/
	void startNewSubPath (const Point<float>& start);

	/** Closes a the current sub-path with a line back to its start-point.

		When creating a closed shape such as a triangle, don't use 3 lineTo()
		calls - instead use two lineTo() calls, followed by a closeSubPath()
		to join the final point back to the start.

		This ensures that closes shapes are recognised as such, and this is
		important for tasks like drawing strokes, which needs to know whether to
		draw end-caps or not.

		@see startNewSubPath, lineTo, quadraticTo, cubicTo, closeSubPath
	*/
	void closeSubPath();

	/** Adds a line from the shape's last position to a new end-point.

		This will connect the end-point of the last line or curve that was added
		to a new point, using a straight line.

		See the class description for an example of how to add lines and curves to a path.

		@see startNewSubPath, quadraticTo, cubicTo, closeSubPath
	*/
	void lineTo (float endX, float endY);

	/** Adds a line from the shape's last position to a new end-point.

		This will connect the end-point of the last line or curve that was added
		to a new point, using a straight line.

		See the class description for an example of how to add lines and curves to a path.

		@see startNewSubPath, quadraticTo, cubicTo, closeSubPath
	*/
	void lineTo (const Point<float>& end);

	/** Adds a quadratic bezier curve from the shape's last position to a new position.

		This will connect the end-point of the last line or curve that was added
		to a new point, using a quadratic spline with one control-point.

		See the class description for an example of how to add lines and curves to a path.

		@see startNewSubPath, lineTo, cubicTo, closeSubPath
	*/
	void quadraticTo (float controlPointX,
					  float controlPointY,
					  float endPointX,
					  float endPointY);

	/** Adds a quadratic bezier curve from the shape's last position to a new position.

		This will connect the end-point of the last line or curve that was added
		to a new point, using a quadratic spline with one control-point.

		See the class description for an example of how to add lines and curves to a path.

		@see startNewSubPath, lineTo, cubicTo, closeSubPath
	*/
	void quadraticTo (const Point<float>& controlPoint,
					  const Point<float>& endPoint);

	/** Adds a cubic bezier curve from the shape's last position to a new position.

		This will connect the end-point of the last line or curve that was added
		to a new point, using a cubic spline with two control-points.

		See the class description for an example of how to add lines and curves to a path.

		@see startNewSubPath, lineTo, quadraticTo, closeSubPath
	*/
	void cubicTo (float controlPoint1X,
				  float controlPoint1Y,
				  float controlPoint2X,
				  float controlPoint2Y,
				  float endPointX,
				  float endPointY);

	/** Adds a cubic bezier curve from the shape's last position to a new position.

		This will connect the end-point of the last line or curve that was added
		to a new point, using a cubic spline with two control-points.

		See the class description for an example of how to add lines and curves to a path.

		@see startNewSubPath, lineTo, quadraticTo, closeSubPath
	*/
	void cubicTo (const Point<float>& controlPoint1,
				  const Point<float>& controlPoint2,
				  const Point<float>& endPoint);

	/** Returns the last point that was added to the path by one of the drawing methods.
	*/
	const Point<float> getCurrentPosition() const;

	/** Adds a rectangle to the path.

		The rectangle is added as a new sub-path. (Any currently open paths will be
		left open).

		@see addRoundedRectangle, addTriangle
	*/
	void addRectangle (float x, float y, float width, float height);

	/** Adds a rectangle to the path.

		The rectangle is added as a new sub-path. (Any currently open paths will be
		left open).

		@see addRoundedRectangle, addTriangle
	*/
	template <typename ValueType>
	void addRectangle (const Rectangle<ValueType>& rectangle)
	{
		addRectangle (static_cast <float> (rectangle.getX()), static_cast <float> (rectangle.getY()),
					  static_cast <float> (rectangle.getWidth()), static_cast <float> (rectangle.getHeight()));
	}

	/** Adds a rectangle with rounded corners to the path.

		The rectangle is added as a new sub-path. (Any currently open paths will be
		left open).

		@see addRectangle, addTriangle
	*/
	void addRoundedRectangle (float x, float y, float width, float height,
							  float cornerSize);

	/** Adds a rectangle with rounded corners to the path.

		The rectangle is added as a new sub-path. (Any currently open paths will be
		left open).

		@see addRectangle, addTriangle
	*/
	void addRoundedRectangle (float x, float y, float width, float height,
							  float cornerSizeX,
							  float cornerSizeY);

	/** Adds a triangle to the path.

		The triangle is added as a new closed sub-path. (Any currently open paths will be
		left open).

		Note that whether the vertices are specified in clockwise or anticlockwise
		order will affect how the triangle is filled when it overlaps other
		shapes (the winding order setting will affect this of course).
	*/
	void addTriangle (float x1, float y1,
					  float x2, float y2,
					  float x3, float y3);

	/** Adds a quadrilateral to the path.

		The quad is added as a new closed sub-path. (Any currently open paths will be
		left open).

		Note that whether the vertices are specified in clockwise or anticlockwise
		order will affect how the quad is filled when it overlaps other
		shapes (the winding order setting will affect this of course).
	*/
	void addQuadrilateral (float x1, float y1,
						   float x2, float y2,
						   float x3, float y3,
						   float x4, float y4);

	/** Adds an ellipse to the path.

		The shape is added as a new sub-path. (Any currently open paths will be
		left open).

		@see addArc
	*/
	void addEllipse (float x, float y, float width, float height);

	/** Adds an elliptical arc to the current path.

		Note that when specifying the start and end angles, the curve will be drawn either clockwise
		or anti-clockwise according to whether the end angle is greater than the start. This means
		that sometimes you may need to use values greater than 2*Pi for the end angle.

		@param x		the left-hand edge of the rectangle in which the elliptical outline fits
		@param y		the top edge of the rectangle in which the elliptical outline fits
		@param width	the width of the rectangle in which the elliptical outline fits
		@param height	   the height of the rectangle in which the elliptical outline fits
		@param fromRadians  the angle (clockwise) in radians at which to start the arc segment (where 0 is the
							top-centre of the ellipse)
		@param toRadians	the angle (clockwise) in radians at which to end the arc segment (where 0 is the
							top-centre of the ellipse). This angle can be greater than 2*Pi, so for example to
							draw a curve clockwise from the 9 o'clock position to the 3 o'clock position via
							12 o'clock, you'd use 1.5*Pi and 2.5*Pi as the start and finish points.
		@param startAsNewSubPath	if true, the arc will begin a new subpath from its starting point; if false,
							it will be added to the current sub-path, continuing from the current postition

		@see addCentredArc, arcTo, addPieSegment, addEllipse
	*/
	void addArc (float x, float y, float width, float height,
				 float fromRadians,
				 float toRadians,
				 bool startAsNewSubPath = false);

	/** Adds an arc which is centred at a given point, and can have a rotation specified.

		Note that when specifying the start and end angles, the curve will be drawn either clockwise
		or anti-clockwise according to whether the end angle is greater than the start. This means
		that sometimes you may need to use values greater than 2*Pi for the end angle.

		@param centreX	  the centre x of the ellipse
		@param centreY	  the centre y of the ellipse
		@param radiusX	  the horizontal radius of the ellipse
		@param radiusY	  the vertical radius of the ellipse
		@param rotationOfEllipse	an angle by which the whole ellipse should be rotated about its centre, in radians (clockwise)
		@param fromRadians  the angle (clockwise) in radians at which to start the arc segment (where 0 is the
							top-centre of the ellipse)
		@param toRadians	the angle (clockwise) in radians at which to end the arc segment (where 0 is the
							top-centre of the ellipse). This angle can be greater than 2*Pi, so for example to
							draw a curve clockwise from the 9 o'clock position to the 3 o'clock position via
							12 o'clock, you'd use 1.5*Pi and 2.5*Pi as the start and finish points.
		@param startAsNewSubPath	if true, the arc will begin a new subpath from its starting point; if false,
							it will be added to the current sub-path, continuing from the current postition

		@see addArc, arcTo
	*/
	void addCentredArc (float centreX, float centreY,
						float radiusX, float radiusY,
						float rotationOfEllipse,
						float fromRadians,
						float toRadians,
						bool startAsNewSubPath = false);

	/** Adds a "pie-chart" shape to the path.

		The shape is added as a new sub-path. (Any currently open paths will be
		left open).

		Note that when specifying the start and end angles, the curve will be drawn either clockwise
		or anti-clockwise according to whether the end angle is greater than the start. This means
		that sometimes you may need to use values greater than 2*Pi for the end angle.

		@param x		the left-hand edge of the rectangle in which the elliptical outline fits
		@param y		the top edge of the rectangle in which the elliptical outline fits
		@param width	the width of the rectangle in which the elliptical outline fits
		@param height	   the height of the rectangle in which the elliptical outline fits
		@param fromRadians  the angle (clockwise) in radians at which to start the arc segment (where 0 is the
							top-centre of the ellipse)
		@param toRadians	the angle (clockwise) in radians at which to end the arc segment (where 0 is the
							top-centre of the ellipse)
		@param innerCircleProportionalSize  if this is > 0, then the pie will be drawn as a curved band around a hollow
							ellipse at its centre, where this value indicates the inner ellipse's size with
							respect to the outer one.

		@see addArc
	*/
	void addPieSegment (float x, float y,
						float width, float height,
						float fromRadians,
						float toRadians,
						float innerCircleProportionalSize);

	/** Adds a line with a specified thickness.

		The line is added as a new closed sub-path. (Any currently open paths will be
		left open).

		@see addArrow
	*/
	void addLineSegment (const Line<float>& line, float lineThickness);

	/** Adds a line with an arrowhead on the end.
		The arrow is added as a new closed sub-path. (Any currently open paths will be left open).
		@see PathStrokeType::createStrokeWithArrowheads
	*/
	void addArrow (const Line<float>& line,
				   float lineThickness,
				   float arrowheadWidth,
				   float arrowheadLength);

	/** Adds a polygon shape to the path.
		@see addStar
	*/
	void addPolygon (const Point<float>& centre,
					 int numberOfSides,
					 float radius,
					 float startAngle = 0.0f);

	/** Adds a star shape to the path.
		@see addPolygon
	*/
	void addStar (const Point<float>& centre,
				  int numberOfPoints,
				  float innerRadius,
				  float outerRadius,
				  float startAngle = 0.0f);

	/** Adds a speech-bubble shape to the path.

		@param bodyX		the left of the main body area of the bubble
		@param bodyY		the top of the main body area of the bubble
		@param bodyW		the width of the main body area of the bubble
		@param bodyH		the height of the main body area of the bubble
		@param cornerSize	   the amount by which to round off the corners of the main body rectangle
		@param arrowTipX	the x position that the tip of the arrow should connect to
		@param arrowTipY	the y position that the tip of the arrow should connect to
		@param whichSide	the side to connect the arrow to: 0 = top, 1 = left, 2 = bottom, 3 = right
		@param arrowPositionAlongEdgeProportional   how far along the edge of the main rectangle the
								arrow's base should be - this is a proportional distance between 0 and 1.0
		@param arrowWidth	   how wide the base of the arrow should be where it joins the main rectangle
	*/
	void addBubble (float bodyX, float bodyY,
					float bodyW, float bodyH,
					float cornerSize,
					float arrowTipX,
					float arrowTipY,
					int whichSide,
					float arrowPositionAlongEdgeProportional,
					float arrowWidth);

	/** Adds another path to this one.

		The new path is added as a new sub-path. (Any currently open paths in this
		path will be left open).

		@param pathToAppend	 the path to add
	*/
	void addPath (const Path& pathToAppend);

	/** Adds another path to this one, transforming it on the way in.

		The new path is added as a new sub-path, its points being transformed by the given
		matrix before being added.

		@param pathToAppend	 the path to add
		@param transformToApply an optional transform to apply to the incoming vertices
	*/
	void addPath (const Path& pathToAppend,
				  const AffineTransform& transformToApply);

	/** Swaps the contents of this path with another one.

		The internal data of the two paths is swapped over, so this is much faster than
		copying it to a temp variable and back.
	*/
	void swapWithPath (Path& other) throw();

	/** Applies a 2D transform to all the vertices in the path.

		@see AffineTransform, scaleToFit, getTransformToScaleToFit
	*/
	void applyTransform (const AffineTransform& transform) throw();

	/** Rescales this path to make it fit neatly into a given space.

		This is effectively a quick way of calling
		applyTransform (getTransformToScaleToFit (x, y, w, h, preserveProportions))

		@param x			the x position of the rectangle to fit the path inside
		@param y			the y position of the rectangle to fit the path inside
		@param width		the width of the rectangle to fit the path inside
		@param height		   the height of the rectangle to fit the path inside
		@param preserveProportions  if true, it will fit the path into the space without altering its
									horizontal/vertical scale ratio; if false, it will distort the
									path to fill the specified ratio both horizontally and vertically

		@see applyTransform, getTransformToScaleToFit
	*/
	void scaleToFit (float x, float y, float width, float height,
					 bool preserveProportions) throw();

	/** Returns a transform that can be used to rescale the path to fit into a given space.

		@param x			the x position of the rectangle to fit the path inside
		@param y			the y position of the rectangle to fit the path inside
		@param width		the width of the rectangle to fit the path inside
		@param height		   the height of the rectangle to fit the path inside
		@param preserveProportions  if true, it will fit the path into the space without altering its
									horizontal/vertical scale ratio; if false, it will distort the
									path to fill the specified ratio both horizontally and vertically
		@param justificationType	if the proportions are preseved, the resultant path may be smaller
									than the available rectangle, so this describes how it should be
									positioned within the space.
		@returns			an appropriate transformation

		@see applyTransform, scaleToFit

	*/
	const AffineTransform getTransformToScaleToFit (float x, float y, float width, float height,
													bool preserveProportions,
													const Justification& justificationType = Justification::centred) const;

	/** Creates a version of this path where all sharp corners have been replaced by curves.

		Wherever two lines meet at an angle, this will replace the corner with a curve
		of the given radius.
	*/
	const Path createPathWithRoundedCorners (float cornerRadius) const;

	/** Changes the winding-rule to be used when filling the path.

		If set to true (which is the default), then the path uses a non-zero-winding rule
		to determine which points are inside the path. If set to false, it uses an
		alternate-winding rule.

		The winding-rule comes into play when areas of the shape overlap other
		areas, and determines whether the overlapping regions are considered to be
		inside or outside.

		Changing this value just sets a flag - it doesn't affect the contents of the
		path.

		@see isUsingNonZeroWinding
	*/
	void setUsingNonZeroWinding (bool isNonZeroWinding) throw();

	/** Returns the flag that indicates whether the path should use a non-zero winding rule.

		The default for a new path is true.

		@see setUsingNonZeroWinding
	*/
	bool isUsingNonZeroWinding() const		  { return useNonZeroWinding; }

	/** Iterates the lines and curves that a path contains.

		@see Path, PathFlatteningIterator
	*/
	class JUCE_API  Iterator
	{
	public:

		Iterator (const Path& path);
		~Iterator();

		/** Moves onto the next element in the path.

			If this returns false, there are no more elements. If it returns true,
			the elementType variable will be set to the type of the current element,
			and some of the x and y variables will be filled in with values.
		*/
		bool next();

		enum PathElementType
		{
			startNewSubPath,	/**< For this type, x1 and y1 will be set to indicate the first point in the subpath.  */
			lineTo,		 /**< For this type, x1 and y1 indicate the end point of the line.  */
			quadraticTo,	/**< For this type, x1, y1, x2, y2 indicate the control point and endpoint of a quadratic curve. */
			cubicTo,		/**< For this type, x1, y1, x2, y2, x3, y3 indicate the two control points and the endpoint of a cubic curve. */
			closePath	   /**< Indicates that the sub-path is being closed. None of the x or y values are valid in this case. */
		};

		PathElementType elementType;

		float x1, y1, x2, y2, x3, y3;

	private:
		const Path& path;
		size_t index;

		Iterator (const Iterator&);
		Iterator& operator= (const Iterator&);
	};

	/** Loads a stored path from a data stream.

		The data in the stream must have been written using writePathToStream().

		Note that this will append the stored path to whatever is currently in
		this path, so you might need to call clear() beforehand.

		@see loadPathFromData, writePathToStream
	*/
	void loadPathFromStream (InputStream& source);

	/** Loads a stored path from a block of data.

		This is similar to loadPathFromStream(), but just reads from a block
		of data. Useful if you're including stored shapes in your code as a
		block of static data.

		@see loadPathFromStream, writePathToStream
	*/
	void loadPathFromData (const void* data, int numberOfBytes);

	/** Stores the path by writing it out to a stream.

		After writing out a path, you can reload it using loadPathFromStream().

		@see loadPathFromStream, loadPathFromData
	*/
	void writePathToStream (OutputStream& destination) const;

	/** Creates a string containing a textual representation of this path.
		@see restoreFromString
	*/
	const String toString() const;

	/** Restores this path from a string that was created with the toString() method.
		@see toString()
	*/
	void restoreFromString (const String& stringVersion);

	juce_UseDebuggingNewOperator

private:
	friend class PathFlatteningIterator;
	friend class Path::Iterator;
	ArrayAllocationBase <float, DummyCriticalSection> data;
	size_t numElements;
	float pathXMin, pathXMax, pathYMin, pathYMax;
	bool useNonZeroWinding;

	static const float lineMarker;
	static const float moveMarker;
	static const float quadMarker;
	static const float cubicMarker;
	static const float closeSubPathMarker;
};

#endif   // __JUCE_PATH_JUCEHEADER__
/*** End of inlined file: juce_Path.h ***/

class Font;

/** A typeface represents a size-independent font.

	This base class is abstract, but calling createSystemTypefaceFor() will return
	a platform-specific subclass that can be used.

	The CustomTypeface subclass allow you to build your own typeface, and to
	load and save it in the Juce typeface format.

	Normally you should never need to deal directly with Typeface objects - the Font
	class does everything you typically need for rendering text.

	@see CustomTypeface, Font
*/
class JUCE_API  Typeface  : public ReferenceCountedObject
{
public:

	/** A handy typedef for a pointer to a typeface. */
	typedef ReferenceCountedObjectPtr <Typeface> Ptr;

	/** Returns the name of the typeface.
		@see Font::getTypefaceName
	*/
	const String getName() const throw()	   { return name; }

	/** Creates a new system typeface. */
	static const Ptr createSystemTypefaceFor (const Font& font);

	/** Destructor. */
	virtual ~Typeface();

	/** Returns the ascent of the font, as a proportion of its height.
		The height is considered to always be normalised as 1.0, so this will be a
		value less that 1.0, indicating the proportion of the font that lies above
		its baseline.
	*/
	virtual float getAscent() const = 0;

	/** Returns the descent of the font, as a proportion of its height.
		The height is considered to always be normalised as 1.0, so this will be a
		value less that 1.0, indicating the proportion of the font that lies below
		its baseline.
	*/
	virtual float getDescent() const = 0;

	/** Measures the width of a line of text.

		The distance returned is based on the font having an normalised height of 1.0.

		You should never need to call this directly! Use Font::getStringWidth() instead!
	*/
	virtual float getStringWidth (const String& text) = 0;

	/** Converts a line of text into its glyph numbers and their positions.

		The distances returned are based on the font having an normalised height of 1.0.

		You should never need to call this directly! Use Font::getGlyphPositions() instead!
	*/
	virtual void getGlyphPositions (const String& text, Array <int>& glyphs, Array<float>& xOffsets) = 0;

	/** Returns the outline for a glyph.

		The path returned will be normalised to a font height of 1.0.
	*/
	virtual bool getOutlineForGlyph (int glyphNumber, Path& path) = 0;

	juce_UseDebuggingNewOperator

protected:
	String name;
	bool isFallbackFont;

	explicit Typeface (const String& name) throw();

	static const Ptr getFallbackTypeface();

private:
	Typeface (const Typeface&);
	Typeface& operator= (const Typeface&);
};

/** A typeface that can be populated with custom glyphs.

	You can create a CustomTypeface if you need one that contains your own glyphs,
	or if you need to load a typeface from a Juce-formatted binary stream.

	If you want to create a copy of a native face, you can use addGlyphsFromOtherTypeface()
	to copy glyphs into this face.

	@see Typeface, Font
*/
class JUCE_API  CustomTypeface  : public Typeface
{
public:

	/** Creates a new, empty typeface. */
	CustomTypeface();

	/** Loads a typeface from a previously saved stream.
		The stream must have been created by writeToStream().
		@see writeToStream
	*/
	explicit CustomTypeface (InputStream& serialisedTypefaceStream);

	/** Destructor. */
	~CustomTypeface();

	/** Resets this typeface, deleting all its glyphs and settings. */
	void clear();

	/** Sets the vital statistics for the typeface.
		@param name	 the typeface's name
		@param ascent   the ascent - this is normalised to a height of 1.0 and this is
						the value that will be returned by Typeface::getAscent(). The
						descent is assumed to be (1.0 - ascent)
		@param isBold   should be true if the typeface is bold
		@param isItalic should be true if the typeface is italic
		@param defaultCharacter	 the character to be used as a replacement if there's
						no glyph available for the character that's being drawn
	*/
	void setCharacteristics (const String& name, float ascent,
							 bool isBold, bool isItalic,
							 juce_wchar defaultCharacter) throw();

	/** Adds a glyph to the typeface.

		The path that is passed in is normalised so that the font height is 1.0, and its
		origin is the anchor point of the character on its baseline.

		The width is the nominal width of the character, and any extra kerning values that
		are specified will be added to this width.
	*/
	void addGlyph (juce_wchar character, const Path& path, float width) throw();

	/** Specifies an extra kerning amount to be used between a pair of characters.
		The amount will be added to the nominal width of the first character when laying out a string.
	*/
	void addKerningPair (juce_wchar char1, juce_wchar char2, float extraAmount) throw();

	/** Adds a range of glyphs from another typeface.
		This will attempt to pull in the paths and kerning information from another typeface and
		add it to this one.
	*/
	void addGlyphsFromOtherTypeface (Typeface& typefaceToCopy, juce_wchar characterStartIndex, int numCharacters) throw();

	/** Saves this typeface as a Juce-formatted font file.
		A CustomTypeface can be created to reload the data that is written - see the CustomTypeface
		constructor.
	*/
	bool writeToStream (OutputStream& outputStream);

	// The following methods implement the basic Typeface behaviour.
	float getAscent() const;
	float getDescent() const;
	float getStringWidth (const String& text);
	void getGlyphPositions (const String& text, Array <int>& glyphs, Array<float>& xOffsets);
	bool getOutlineForGlyph (int glyphNumber, Path& path);
	int getGlyphForCharacter (juce_wchar character);

	juce_UseDebuggingNewOperator

protected:
	juce_wchar defaultCharacter;
	float ascent;
	bool isBold, isItalic;

	/** If a subclass overrides this, it can load glyphs into the font on-demand.
		When methods such as getGlyphPositions() or getOutlineForGlyph() are asked for a
		particular character and there's no corresponding glyph, they'll call this
		method so that a subclass can try to add that glyph, returning true if it
		manages to do so.
	*/
	virtual bool loadGlyphIfPossible (juce_wchar characterNeeded);

private:

	class GlyphInfo;
	friend class OwnedArray<GlyphInfo>;
	OwnedArray <GlyphInfo> glyphs;
	short lookupTable [128];

	CustomTypeface (const CustomTypeface&);
	CustomTypeface& operator= (const CustomTypeface&);

	GlyphInfo* findGlyph (const juce_wchar character, bool loadIfNeeded) throw();
	GlyphInfo* findGlyphSubstituting (juce_wchar character) throw();
};

#endif   // __JUCE_TYPEFACE_JUCEHEADER__
/*** End of inlined file: juce_Typeface.h ***/

class LowLevelGraphicsContext;

/**
	Represents a particular font, including its size, style, etc.

	Apart from the typeface to be used, a Font object also dictates whether
	the font is bold, italic, underlined, how big it is, and its kerning and
	horizontal scale factor.

	@see Typeface
*/
class JUCE_API  Font
{
public:

	/** A combination of these values is used by the constructor to specify the
		style of font to use.
	*/
	enum FontStyleFlags
	{
		plain	   = 0,	/**< indicates a plain, non-bold, non-italic version of the font. @see setStyleFlags */
		bold	= 1,	/**< boldens the font. @see setStyleFlags */
		italic	  = 2,	/**< finds an italic version of the font. @see setStyleFlags */
		underlined  = 4	 /**< underlines the font. @see setStyleFlags */
	};

	/** Creates a sans-serif font in a given size.

		@param fontHeight   the height in pixels (can be fractional)
		@param styleFlags   the style to use - this can be a combination of the
							Font::bold, Font::italic and Font::underlined, or
							just Font::plain for the normal style.
		@see FontStyleFlags, getDefaultSansSerifFontName
	*/
	Font (float fontHeight, int styleFlags = plain);

	/** Creates a font with a given typeface and parameters.

		@param typefaceName the name of the typeface to use
		@param fontHeight   the height in pixels (can be fractional)
		@param styleFlags   the style to use - this can be a combination of the
							Font::bold, Font::italic and Font::underlined, or
							just Font::plain for the normal style.
		@see FontStyleFlags, getDefaultSansSerifFontName
	*/
	Font (const String& typefaceName, float fontHeight, int styleFlags);

	/** Creates a copy of another Font object. */
	Font (const Font& other) throw();

	/** Creates a font for a typeface. */
	Font (const Typeface::Ptr& typeface);

	/** Creates a basic sans-serif font at a default height.

		You should use one of the other constructors for creating a font that you're planning
		on drawing with - this constructor is here to help initialise objects before changing
		the font's settings later.
	*/
	Font();

	/** Copies this font from another one. */
	Font& operator= (const Font& other) throw();

	bool operator== (const Font& other) const throw();
	bool operator!= (const Font& other) const throw();

	/** Destructor. */
	~Font() throw();

	/** Changes the name of the typeface family.

		e.g. "Arial", "Courier", etc.

		This may also be set to Font::getDefaultSansSerifFontName(), Font::getDefaultSerifFontName(),
		or Font::getDefaultMonospacedFontName(), which are not actual platform-specific font names,
		but are generic names that are used to represent the various default fonts.
		If you need to know the exact typeface name being used, you can call
		Font::getTypeface()->getTypefaceName(), which will give you the platform-specific name.

		If a suitable font isn't found on the machine, it'll just use a default instead.
	*/
	void setTypefaceName (const String& faceName);

	/** Returns the name of the typeface family that this font uses.

		e.g. "Arial", "Courier", etc.

		This may also be set to Font::getDefaultSansSerifFontName(), Font::getDefaultSerifFontName(),
		or Font::getDefaultMonospacedFontName(), which are not actual platform-specific font names,
		but are generic names that are used to represent the various default fonts.

		If you need to know the exact typeface name being used, you can call
		Font::getTypeface()->getTypefaceName(), which will give you the platform-specific name.
	*/
	const String& getTypefaceName() const throw()		   { return font->typefaceName; }

	/** Returns a typeface name that represents the default sans-serif font.

		This is also the typeface that will be used when a font is created without
		specifying any typeface details.

		Note that this method just returns a generic placeholder string that means "the default
		sans-serif font" - it's not the actual name of this font. To get the actual name, use
		getPlatformDefaultFontNames() or LookAndFeel::getTypefaceForFont().

		@see setTypefaceName, getDefaultSerifFontName, getDefaultMonospacedFontName
	*/
	static const String getDefaultSansSerifFontName();

	/** Returns a typeface name that represents the default sans-serif font.

		Note that this method just returns a generic placeholder string that means "the default
		serif font" - it's not the actual name of this font. To get the actual name, use
		getPlatformDefaultFontNames() or LookAndFeel::getTypefaceForFont().

		@see setTypefaceName, getDefaultSansSerifFontName, getDefaultMonospacedFontName
	*/
	static const String getDefaultSerifFontName();

	/** Returns a typeface name that represents the default sans-serif font.

		Note that this method just returns a generic placeholder string that means "the default
		monospaced font" - it's not the actual name of this font. To get the actual name, use
		getPlatformDefaultFontNames() or LookAndFeel::getTypefaceForFont().

		@see setTypefaceName, getDefaultSansSerifFontName, getDefaultSerifFontName
	*/
	static const String getDefaultMonospacedFontName();

	/** Returns the typeface names of the default fonts on the current platform. */
	static void getPlatformDefaultFontNames (String& defaultSans, String& defaultSerif, String& defaultFixed, String& defaultFallback);

	/** Returns the total height of this font.

		This is the maximum height, from the top of the ascent to the bottom of the
		descenders.

		@see setHeight, setHeightWithoutChangingWidth, getAscent
	*/
	float getHeight() const throw()				 { return font->height; }

	/** Changes the font's height.

		@see getHeight, setHeightWithoutChangingWidth
	*/
	void setHeight (float newHeight);

	/** Changes the font's height without changing its width.

		This alters the horizontal scale to compensate for the change in height.
	*/
	void setHeightWithoutChangingWidth (float newHeight);

	/** Returns the height of the font above its baseline.

		This is the maximum height from the baseline to the top.

		@see getHeight, getDescent
	*/
	float getAscent() const;

	/** Returns the amount that the font descends below its baseline.

		This is calculated as (getHeight() - getAscent()).

		@see getAscent, getHeight
	*/
	float getDescent() const;

	/** Returns the font's style flags.

		This will return a bitwise-or'ed combination of values from the FontStyleFlags
		enum, to describe whether the font is bold, italic, etc.

		@see FontStyleFlags
	*/
	int getStyleFlags() const throw()			   { return font->styleFlags; }

	/** Changes the font's style.

		@param newFlags	 a bitwise-or'ed combination of values from the FontStyleFlags
							enum, to set the font's properties
		@see FontStyleFlags
	*/
	void setStyleFlags (int newFlags);

	/** Makes the font bold or non-bold. */
	void setBold (bool shouldBeBold);
	/** Returns a copy of this font with the bold attribute set. */
	const Font boldened() const;
	/** Returns true if the font is bold. */
	bool isBold() const throw();

	/** Makes the font italic or non-italic. */
	void setItalic (bool shouldBeItalic);
	/** Returns a copy of this font with the italic attribute set. */
	const Font italicised() const;
	/** Returns true if the font is italic. */
	bool isItalic() const throw();

	/** Makes the font underlined or non-underlined. */
	void setUnderline (bool shouldBeUnderlined);
	/** Returns true if the font is underlined. */
	bool isUnderlined() const throw();

	/** Changes the font's horizontal scale factor.

		@param scaleFactor  a value of 1.0 is the normal scale, less than this will be
							narrower, greater than 1.0 will be stretched out.
	*/
	void setHorizontalScale (float scaleFactor);

	/** Returns the font's horizontal scale.

		A value of 1.0 is the normal scale, less than this will be narrower, greater
		than 1.0 will be stretched out.

		@see setHorizontalScale
	*/
	float getHorizontalScale() const throw()		{ return font->horizontalScale; }

	/** Changes the font's kerning.

		@param extraKerning	 a multiple of the font's height that will be added
								to space between the characters. So a value of zero is
								normal spacing, positive values spread the letters out,
								negative values make them closer together.
	*/
	void setExtraKerningFactor (float extraKerning);

	/** Returns the font's kerning.

		This is the extra space added between adjacent characters, as a proportion
		of the font's height.

		A value of zero is normal spacing, positive values will spread the letters
		out more, and negative values make them closer together.
	*/
	float getExtraKerningFactor() const throw()		 { return font->kerning; }

	/** Changes all the font's characteristics with one call. */
	void setSizeAndStyle (float newHeight,
						  int newStyleFlags,
						  float newHorizontalScale,
						  float newKerningAmount);

	/** Returns the total width of a string as it would be drawn using this font.

		For a more accurate floating-point result, use getStringWidthFloat().
	*/
	int getStringWidth (const String& text) const;

	/** Returns the total width of a string as it would be drawn using this font.

		@see getStringWidth
	*/
	float getStringWidthFloat (const String& text) const;

	/** Returns the series of glyph numbers and their x offsets needed to represent a string.

		An extra x offset is added at the end of the run, to indicate where the right hand
		edge of the last character is.
	*/
	void getGlyphPositions (const String& text, Array <int>& glyphs, Array <float>& xOffsets) const;

	/** Returns the typeface used by this font.

		Note that the object returned may go out of scope if this font is deleted
		or has its style changed.
	*/
	Typeface* getTypeface() const;

	/** Creates an array of Font objects to represent all the fonts on the system.

		If you just need the names of the typefaces, you can also use
		findAllTypefaceNames() instead.

		@param results  the array to which new Font objects will be added.
	*/
	static void findFonts (Array<Font>& results);

	/** Returns a list of all the available typeface names.

		The names returned can be passed into setTypefaceName().

		You can use this instead of findFonts() if you only need their names, and not
		font objects.
	*/
	static const StringArray findAllTypefaceNames();

	/** Returns the name of the typeface to be used for rendering glyphs that aren't found
		in the requested typeface.
	*/
	static const String getFallbackFontName();

	/** Sets the (platform-specific) name of the typeface to use to find glyphs that aren't
		available in whatever font you're trying to use.
	*/
	static void setFallbackFontName (const String& name);

	/** Creates a string to describe this font.
		The string will contain information to describe the font's typeface, size, and
		style. To recreate the font from this string, use fromString().
	*/
	const String toString() const;

	/** Recreates a font from its stringified encoding.
		This method takes a string that was created by toString(), and recreates the
		original font.
	*/
	static const Font fromString (const String& fontDescription);

	juce_UseDebuggingNewOperator

private:

	friend class FontGlyphAlphaMap;
	friend class TypefaceCache;

	class SharedFontInternal  : public ReferenceCountedObject
	{
	public:
		SharedFontInternal (const String& typefaceName, float height, float horizontalScale,
							float kerning, float ascent, int styleFlags,
							Typeface* typeface) throw();
		SharedFontInternal (const SharedFontInternal& other) throw();

		String typefaceName;
		float height, horizontalScale, kerning, ascent;
		int styleFlags;
		Typeface::Ptr typeface;
	};

	ReferenceCountedObjectPtr <SharedFontInternal> font;
	void dupeInternalIfShared();
};

#endif   // __JUCE_FONT_JUCEHEADER__
/*** End of inlined file: juce_Font.h ***/


/*** Start of inlined file: juce_PathStrokeType.h ***/
#ifndef __JUCE_PATHSTROKETYPE_JUCEHEADER__
#define __JUCE_PATHSTROKETYPE_JUCEHEADER__

/**
	Describes a type of stroke used to render a solid outline along a path.

	A PathStrokeType object can be used directly to create the shape of an outline
	around a path, and is used by Graphics::strokePath to specify the type of
	stroke to draw.

	@see Path, Graphics::strokePath
*/
class JUCE_API  PathStrokeType
{
public:

	/** The type of shape to use for the corners between two adjacent line segments. */
	enum JointStyle
	{
		mitered,	/**< Indicates that corners should be drawn with sharp joints.
						 Note that for angles that curve back on themselves, drawing a
						 mitre could require extending the point too far away from the
						 path, so a mitre limit is imposed and any corners that exceed it
						 are drawn as bevelled instead. */
		curved,	 /**< Indicates that corners should be drawn as rounded-off. */
		beveled	 /**< Indicates that corners should be drawn with a line flattening their
						 outside edge. */
	};

	/** The type shape to use for the ends of lines. */
	enum EndCapStyle
	{
		butt,	   /**< Ends of lines are flat and don't extend beyond the end point. */
		square,	 /**< Ends of lines are flat, but stick out beyond the end point for half
						 the thickness of the stroke. */
		rounded	 /**< Ends of lines are rounded-off with a circular shape. */
	};

	/** Creates a stroke type.

		@param strokeThickness	  the width of the line to use
		@param jointStyle	   the type of joints to use for corners
		@param endStyle		 the type of end-caps to use for the ends of open paths.
	*/
	PathStrokeType (float strokeThickness,
					JointStyle jointStyle = mitered,
					EndCapStyle endStyle = butt) throw();

	/** Createes a copy of another stroke type. */
	PathStrokeType (const PathStrokeType& other) throw();

	/** Copies another stroke onto this one. */
	PathStrokeType& operator= (const PathStrokeType& other) throw();

	/** Destructor. */
	~PathStrokeType() throw();

	/** Applies this stroke type to a path and returns the resultant stroke as another Path.

		@param destPath	 the resultant stroked outline shape will be copied into this path.
								Note that it's ok for the source and destination Paths to be
								the same object, so you can easily turn a path into a stroked version
								of itself.
		@param sourcePath	   the path to use as the source
		@param transform	an optional transform to apply to the points from the source path
								as they are being used
		@param extraAccuracy	if this is greater than 1.0, it will subdivide the path to
								a higher resolution, which improved the quality if you'll later want
								to enlarge the stroked path

		@see createDashedStroke
	*/
	void createStrokedPath (Path& destPath,
							const Path& sourcePath,
							const AffineTransform& transform = AffineTransform::identity,
							float extraAccuracy = 1.0f) const;

	/** Applies this stroke type to a path, creating a dashed line.

		This is similar to createStrokedPath, but uses the array passed in to
		break the stroke up into a series of dashes.

		@param destPath	 the resultant stroked outline shape will be copied into this path.
								Note that it's ok for the source and destination Paths to be
								the same object, so you can easily turn a path into a stroked version
								of itself.
		@param sourcePath	   the path to use as the source
		@param dashLengths	  An array of alternating on/off lengths. E.g. { 2, 3, 4, 5 } will create
								a line of length 2, then skip a length of 3, then add a line of length 4,
								skip 5, and keep repeating this pattern.
		@param numDashLengths   The number of lengths in the dashLengths array. This should really be
								an even number, otherwise the pattern will get out of step as it
								repeats.
		@param transform	an optional transform to apply to the points from the source path
								as they are being used
		@param extraAccuracy	if this is greater than 1.0, it will subdivide the path to
								a higher resolution, which improved the quality if you'll later want
								to enlarge the stroked path
	*/
	void createDashedStroke (Path& destPath,
							 const Path& sourcePath,
							 const float* dashLengths,
							 int numDashLengths,
							 const AffineTransform& transform = AffineTransform::identity,
							 float extraAccuracy = 1.0f) const;

	/** Applies this stroke type to a path and returns the resultant stroke as another Path.

		@param destPath		 the resultant stroked outline shape will be copied into this path.
									Note that it's ok for the source and destination Paths to be
									the same object, so you can easily turn a path into a stroked version
									of itself.
		@param sourcePath	   the path to use as the source
		@param arrowheadStartWidth  the width of the arrowhead at the start of the path
		@param arrowheadStartLength the length of the arrowhead at the start of the path
		@param arrowheadEndWidth	the width of the arrowhead at the end of the path
		@param arrowheadEndLength   the length of the arrowhead at the end of the path
		@param transform		an optional transform to apply to the points from the source path
									as they are being used
		@param extraAccuracy	if this is greater than 1.0, it will subdivide the path to
									a higher resolution, which improved the quality if you'll later want
									to enlarge the stroked path
		@see createDashedStroke
	*/
	void createStrokeWithArrowheads (Path& destPath,
									 const Path& sourcePath,
									 float arrowheadStartWidth, float arrowheadStartLength,
									 float arrowheadEndWidth, float arrowheadEndLength,
									 const AffineTransform& transform = AffineTransform::identity,
									 float extraAccuracy = 1.0f) const;

	/** Returns the stroke thickness. */
	float getStrokeThickness() const throw()			{ return thickness; }

	/** Sets the stroke thickness. */
	void setStrokeThickness (float newThickness) throw()	{ thickness = newThickness; }

	/** Returns the joint style. */
	JointStyle getJointStyle() const throw()			{ return jointStyle; }

	/** Sets the joint style. */
	void setJointStyle (JointStyle newStyle) throw()		{ jointStyle = newStyle; }

	/** Returns the end-cap style. */
	EndCapStyle getEndStyle() const throw()			 { return endStyle; }

	/** Sets the end-cap style. */
	void setEndStyle (EndCapStyle newStyle) throw()		 { endStyle = newStyle; }

	juce_UseDebuggingNewOperator

	/** Compares the stroke thickness, joint and end styles of two stroke types. */
	bool operator== (const PathStrokeType& other) const throw();

	/** Compares the stroke thickness, joint and end styles of two stroke types. */
	bool operator!= (const PathStrokeType& other) const throw();

private:

	float thickness;
	JointStyle jointStyle;
	EndCapStyle endStyle;
};

#endif   // __JUCE_PATHSTROKETYPE_JUCEHEADER__
/*** End of inlined file: juce_PathStrokeType.h ***/


/*** Start of inlined file: juce_Colours.h ***/
#ifndef __JUCE_COLOURS_JUCEHEADER__
#define __JUCE_COLOURS_JUCEHEADER__


/*** Start of inlined file: juce_Colour.h ***/
#ifndef __JUCE_COLOUR_JUCEHEADER__
#define __JUCE_COLOUR_JUCEHEADER__


/*** Start of inlined file: juce_PixelFormats.h ***/
#ifndef __JUCE_PIXELFORMATS_JUCEHEADER__
#define __JUCE_PIXELFORMATS_JUCEHEADER__

#if JUCE_MSVC
  #pragma pack (push, 1)
  #define PACKED
#elif JUCE_GCC
  #define PACKED __attribute__((packed))
#else
  #define PACKED
#endif

class PixelRGB;
class PixelAlpha;

/**
	Represents a 32-bit ARGB pixel with premultiplied alpha, and can perform compositing
	operations with it.

	This is used internally by the imaging classes.

	@see PixelRGB
*/
class JUCE_API  PixelARGB
{
public:
	/** Creates a pixel without defining its colour. */
	PixelARGB() throw() {}
	~PixelARGB() throw() {}

	/** Creates a pixel from a 32-bit argb value.
	*/
	PixelARGB (const uint32 argb_) throw()
		: argb (argb_)
	{
	}

	forcedinline uint32 getARGB() const throw()	 { return argb; }
	forcedinline uint32 getRB() const throw()	   { return 0x00ff00ff & argb; }
	forcedinline uint32 getAG() const throw()	   { return 0x00ff00ff & (argb >> 8); }

	forcedinline uint8 getAlpha() const throw()	 { return components.a; }
	forcedinline uint8 getRed() const throw()	   { return components.r; }
	forcedinline uint8 getGreen() const throw()	 { return components.g; }
	forcedinline uint8 getBlue() const throw()	  { return components.b; }

	/** Blends another pixel onto this one.

		This takes into account the opacity of the pixel being overlaid, and blends
		it accordingly.
	*/
	forcedinline void blend (const PixelARGB& src) throw()
	{
		uint32 sargb = src.getARGB();
		const uint32 alpha = 0x100 - (sargb >> 24);

		sargb += 0x00ff00ff & ((getRB() * alpha) >> 8);
		sargb += 0xff00ff00 & (getAG() * alpha);

		argb = sargb;
	}

	/** Blends another pixel onto this one.

		This takes into account the opacity of the pixel being overlaid, and blends
		it accordingly.
	*/
	forcedinline void blend (const PixelAlpha& src) throw();

	/** Blends another pixel onto this one.

		This takes into account the opacity of the pixel being overlaid, and blends
		it accordingly.
	*/
	forcedinline void blend (const PixelRGB& src) throw();

	/** Blends another pixel onto this one, applying an extra multiplier to its opacity.

		The opacity of the pixel being overlaid is scaled by the extraAlpha factor before
		being used, so this can blend semi-transparently from a PixelRGB argument.
	*/
	template <class Pixel>
	forcedinline void blend (const Pixel& src, uint32 extraAlpha) throw()
	{
		++extraAlpha;

		uint32 sargb = ((extraAlpha * src.getAG()) & 0xff00ff00)
						 | (((extraAlpha * src.getRB()) >> 8) & 0x00ff00ff);

		const uint32 alpha = 0x100 - (sargb >> 24);

		sargb += 0x00ff00ff & ((getRB() * alpha) >> 8);
		sargb += 0xff00ff00 & (getAG() * alpha);

		argb = sargb;
	}

	/** Blends another pixel with this one, creating a colour that is somewhere
		between the two, as specified by the amount.
	*/
	template <class Pixel>
	forcedinline void tween (const Pixel& src, const uint32 amount) throw()
	{
		uint32 drb = getRB();
		drb += (((src.getRB() - drb) * amount) >> 8);
		drb &= 0x00ff00ff;

		uint32 dag = getAG();
		dag += (((src.getAG() - dag) * amount) >> 8);
		dag &= 0x00ff00ff;
		dag <<= 8;

		dag |= drb;
		argb = dag;
	}

	/** Copies another pixel colour over this one.

		This doesn't blend it - this colour is simply replaced by the other one.
	*/
	template <class Pixel>
	forcedinline void set (const Pixel& src) throw()
	{
		argb = src.getARGB();
	}

	/** Replaces the colour's alpha value with another one. */
	forcedinline void setAlpha (const uint8 newAlpha) throw()
	{
		components.a = newAlpha;
	}

	/** Multiplies the colour's alpha value with another one. */
	forcedinline void multiplyAlpha (int multiplier) throw()
	{
		++multiplier;

		argb = ((multiplier * getAG()) & 0xff00ff00)
				| (((multiplier * getRB()) >> 8) & 0x00ff00ff);
	}

	forcedinline void multiplyAlpha (const float multiplier) throw()
	{
		multiplyAlpha ((int) (multiplier * 256.0f));
	}

	/** Sets the pixel's colour from individual components. */
	void setARGB (const uint8 a, const uint8 r, const uint8 g, const uint8 b) throw()
	{
		components.b = b;
		components.g = g;
		components.r = r;
		components.a = a;
	}

	/** Premultiplies the pixel's RGB values by its alpha. */
	forcedinline void premultiply() throw()
	{
		const uint32 alpha = components.a;

		if (alpha < 0xff)
		{
			if (alpha == 0)
			{
				components.b = 0;
				components.g = 0;
				components.r = 0;
			}
			else
			{
				components.b = (uint8) ((components.b * alpha + 0x7f) >> 8);
				components.g = (uint8) ((components.g * alpha + 0x7f) >> 8);
				components.r = (uint8) ((components.r * alpha + 0x7f) >> 8);
			}
		}
	}

	/** Unpremultiplies the pixel's RGB values. */
	forcedinline void unpremultiply() throw()
	{
		const uint32 alpha = components.a;

		if (alpha < 0xff)
		{
			if (alpha == 0)
			{
				components.b = 0;
				components.g = 0;
				components.r = 0;
			}
			else
			{
				components.b = (uint8) jmin ((uint32) 0xff, (components.b * 0xff) / alpha);
				components.g = (uint8) jmin ((uint32) 0xff, (components.g * 0xff) / alpha);
				components.r = (uint8) jmin ((uint32) 0xff, (components.r * 0xff) / alpha);
			}
		}
	}

	forcedinline void desaturate() throw()
	{
		if (components.a < 0xff && components.a > 0)
		{
			const int newUnpremultipliedLevel = (0xff * ((int) components.r + (int) components.g + (int) components.b) / (3 * components.a));

			components.r = components.g = components.b
				= (uint8) ((newUnpremultipliedLevel * components.a + 0x7f) >> 8);
		}
		else
		{
			components.r = components.g = components.b
				= (uint8) (((int) components.r + (int) components.g + (int) components.b) / 3);
		}
	}

	/** The indexes of the different components in the byte layout of this type of colour. */
	#if JUCE_BIG_ENDIAN
	enum { indexA = 0, indexR = 1, indexG = 2, indexB = 3 };
	#else
	enum { indexA = 3, indexR = 2, indexG = 1, indexB = 0 };
	#endif

private:

	union
	{
		uint32 argb;

		struct
		{
#if JUCE_BIG_ENDIAN
			uint8 a : 8, r : 8, g : 8, b : 8;
#else
			uint8 b, g, r, a;
#endif
		} PACKED components;
	};

} PACKED;

/**
	Represents a 24-bit RGB pixel, and can perform compositing operations on it.

	This is used internally by the imaging classes.

	@see PixelARGB
*/
class JUCE_API  PixelRGB
{
public:
	/** Creates a pixel without defining its colour. */
	PixelRGB() throw() {}
	~PixelRGB() throw() {}

	/** Creates a pixel from a 32-bit argb value.

		(The argb format is that used by PixelARGB)
	*/
	PixelRGB (const uint32 argb) throw()
	{
		r = (uint8) (argb >> 16);
		g = (uint8) (argb >> 8);
		b = (uint8) (argb);
	}

	forcedinline uint32 getARGB() const throw()	 { return 0xff000000 | b | (g << 8) | (r << 16); }
	forcedinline uint32 getRB() const throw()	   { return b | (uint32) (r << 16); }
	forcedinline uint32 getAG() const throw()	   { return 0xff0000 | g; }

	forcedinline uint8 getAlpha() const throw()	 { return 0xff; }
	forcedinline uint8 getRed() const throw()	   { return r; }
	forcedinline uint8 getGreen() const throw()	 { return g; }
	forcedinline uint8 getBlue() const throw()	  { return b; }

	/** Blends another pixel onto this one.

		This takes into account the opacity of the pixel being overlaid, and blends
		it accordingly.
	*/
	forcedinline void blend (const PixelARGB& src) throw()
	{
		uint32 sargb = src.getARGB();
		const uint32 alpha = 0x100 - (sargb >> 24);

		sargb += 0x00ff00ff & ((getRB() * alpha) >> 8);
		sargb += 0x0000ff00 & (g * alpha);

		r = (uint8) (sargb >> 16);
		g = (uint8) (sargb >> 8);
		b = (uint8) sargb;
	}

	forcedinline void blend (const PixelRGB& src) throw()
	{
		set (src);
	}

	forcedinline void blend (const PixelAlpha& src) throw();

	/** Blends another pixel onto this one, applying an extra multiplier to its opacity.

		The opacity of the pixel being overlaid is scaled by the extraAlpha factor before
		being used, so this can blend semi-transparently from a PixelRGB argument.
	*/
	template <class Pixel>
	forcedinline void blend (const Pixel& src, uint32 extraAlpha) throw()
	{
		++extraAlpha;
		const uint32 srb = (extraAlpha * src.getRB()) >> 8;
		const uint32 sag = extraAlpha * src.getAG();
		uint32 sargb = (sag & 0xff00ff00) | (srb & 0x00ff00ff);

		const uint32 alpha = 0x100 - (sargb >> 24);

		sargb += 0x00ff00ff & ((getRB() * alpha) >> 8);
		sargb += 0x0000ff00 & (g * alpha);

		b = (uint8) sargb;
		g = (uint8) (sargb >> 8);
		r = (uint8) (sargb >> 16);
	}

	/** Blends another pixel with this one, creating a colour that is somewhere
		between the two, as specified by the amount.
	*/
	template <class Pixel>
	forcedinline void tween (const Pixel& src, const uint32 amount) throw()
	{
		uint32 drb = getRB();
		drb += (((src.getRB() - drb) * amount) >> 8);

		uint32 dag = getAG();
		dag += (((src.getAG() - dag) * amount) >> 8);

		b = (uint8) drb;
		g = (uint8) dag;
		r = (uint8) (drb >> 16);
	}

	/** Copies another pixel colour over this one.

		This doesn't blend it - this colour is simply replaced by the other one.
		Because PixelRGB has no alpha channel, any alpha value in the source pixel
		is thrown away.
	*/
	template <class Pixel>
	forcedinline void set (const Pixel& src) throw()
	{
		b = src.getBlue();
		g = src.getGreen();
		r = src.getRed();
	}

	/** This method is included for compatibility with the PixelARGB class. */
	forcedinline void setAlpha (const uint8) throw() {}

	/** Multiplies the colour's alpha value with another one. */
	forcedinline void multiplyAlpha (int) throw() {}

	/** Sets the pixel's colour from individual components. */
	void setARGB (const uint8, const uint8 r_, const uint8 g_, const uint8 b_) throw()
	{
		r = r_;
		g = g_;
		b = b_;
	}

	/** Premultiplies the pixel's RGB values by its alpha. */
	forcedinline void premultiply() throw() {}

	/** Unpremultiplies the pixel's RGB values. */
	forcedinline void unpremultiply() throw() {}

	forcedinline void desaturate() throw()
	{
		r = g = b = (uint8) (((int) r + (int) g + (int) b) / 3);
	}

	/** The indexes of the different components in the byte layout of this type of colour. */
	#if JUCE_MAC
	enum { indexR = 0, indexG = 1, indexB = 2 };
	#else
	enum { indexR = 2, indexG = 1, indexB = 0 };
	#endif

private:

#if JUCE_MAC
	uint8 r, g, b;
#else
	uint8 b, g, r;
#endif

} PACKED;

forcedinline void PixelARGB::blend (const PixelRGB& src) throw()
{
	set (src);
}

/**
	Represents an 8-bit single-channel pixel, and can perform compositing operations on it.

	This is used internally by the imaging classes.

	@see PixelARGB, PixelRGB
*/
class JUCE_API  PixelAlpha
{
public:
	/** Creates a pixel without defining its colour. */
	PixelAlpha() throw() {}
	~PixelAlpha() throw() {}

	/** Creates a pixel from a 32-bit argb value.

		(The argb format is that used by PixelARGB)
	*/
	PixelAlpha (const uint32 argb) throw()
	{
		a = (uint8) (argb >> 24);
	}

	forcedinline uint32 getARGB() const throw()	 { return (((uint32) a) << 24) | (((uint32) a) << 16) | (((uint32) a) << 8) | a; }
	forcedinline uint32 getRB() const throw()	   { return (((uint32) a) << 16) | a; }
	forcedinline uint32 getAG() const throw()	   { return (((uint32) a) << 16) | a; }

	forcedinline uint8 getAlpha() const throw()	 { return a; }
	forcedinline uint8 getRed() const throw()	   { return 0; }
	forcedinline uint8 getGreen() const throw()	 { return 0; }
	forcedinline uint8 getBlue() const throw()	  { return 0; }

	/** Blends another pixel onto this one.

		This takes into account the opacity of the pixel being overlaid, and blends
		it accordingly.
	*/
	template <class Pixel>
	forcedinline void blend (const Pixel& src) throw()
	{
		const int srcA = src.getAlpha();
		a = (uint8) ((a * (0x100 - srcA) >> 8) + srcA);
	}

	/** Blends another pixel onto this one, applying an extra multiplier to its opacity.

		The opacity of the pixel being overlaid is scaled by the extraAlpha factor before
		being used, so this can blend semi-transparently from a PixelRGB argument.
	*/
	template <class Pixel>
	forcedinline void blend (const Pixel& src, uint32 extraAlpha) throw()
	{
		++extraAlpha;
		const int srcAlpha = (extraAlpha * src.getAlpha()) >> 8;
		a = (uint8) ((a * (0x100 - srcAlpha) >> 8) + srcAlpha);
	}

	/** Blends another pixel with this one, creating a colour that is somewhere
		between the two, as specified by the amount.
	*/
	template <class Pixel>
	forcedinline void tween (const Pixel& src, const uint32 amount) throw()
	{
		a += ((src,getAlpha() - a) * amount) >> 8;
	}

	/** Copies another pixel colour over this one.

		This doesn't blend it - this colour is simply replaced by the other one.
	*/
	template <class Pixel>
	forcedinline void set (const Pixel& src) throw()
	{
		a = src.getAlpha();
	}

	/** Replaces the colour's alpha value with another one. */
	forcedinline void setAlpha (const uint8 newAlpha) throw()
	{
		a = newAlpha;
	}

	/** Multiplies the colour's alpha value with another one. */
	forcedinline void multiplyAlpha (int multiplier) throw()
	{
		++multiplier;
		a = (uint8) ((a * multiplier) >> 8);
	}

	forcedinline void multiplyAlpha (const float multiplier) throw()
	{
		a = (uint8) (a * multiplier);
	}

	/** Sets the pixel's colour from individual components. */
	forcedinline void setARGB (const uint8 a_, const uint8 /*r*/, const uint8 /*g*/, const uint8 /*b*/) throw()
	{
		a = a_;
	}

	/** Premultiplies the pixel's RGB values by its alpha. */
	forcedinline void premultiply() throw()
	{
	}

	/** Unpremultiplies the pixel's RGB values. */
	forcedinline void unpremultiply() throw()
	{
	}

	forcedinline void desaturate() throw()
	{
	}

	/** The indexes of the different components in the byte layout of this type of colour. */
	enum { indexA = 0 };

private:

	uint8 a : 8;
} PACKED;

forcedinline void PixelRGB::blend (const PixelAlpha& src) throw()
{
	blend (PixelARGB (src.getARGB()));
}

forcedinline void PixelARGB::blend (const PixelAlpha& src) throw()
{
	uint32 sargb = src.getARGB();
	const uint32 alpha = 0x100 - (sargb >> 24);

	sargb += 0x00ff00ff & ((getRB() * alpha) >> 8);
	sargb += 0xff00ff00 & (getAG() * alpha);

	argb = sargb;
}

#if JUCE_MSVC
  #pragma pack (pop)
#endif

#undef PACKED

#endif   // __JUCE_PIXELFORMATS_JUCEHEADER__
/*** End of inlined file: juce_PixelFormats.h ***/

/**
	Represents a colour, also including a transparency value.

	The colour is stored internally as unsigned 8-bit red, green, blue and alpha values.
*/
class JUCE_API  Colour
{
public:

	/** Creates a transparent black colour. */
	Colour() throw();

	/** Creates a copy of another Colour object. */
	Colour (const Colour& other) throw();

	/** Creates a colour from a 32-bit ARGB value.

		The format of this number is:
			((alpha << 24) | (red << 16) | (green << 8) | blue).

		All components in the range 0x00 to 0xff.
		An alpha of 0x00 is completely transparent, alpha of 0xff is opaque.

		@see getPixelARGB
	*/
	explicit Colour (uint32 argb) throw();

	/** Creates an opaque colour using 8-bit red, green and blue values */
	Colour (uint8 red,
			uint8 green,
			uint8 blue) throw();

	/** Creates an opaque colour using 8-bit red, green and blue values */
	static const Colour fromRGB (uint8 red,
								 uint8 green,
								 uint8 blue) throw();

	/** Creates a colour using 8-bit red, green, blue and alpha values. */
	Colour (uint8 red,
			uint8 green,
			uint8 blue,
			uint8 alpha) throw();

	/** Creates a colour using 8-bit red, green, blue and alpha values. */
	static const Colour fromRGBA (uint8 red,
								  uint8 green,
								  uint8 blue,
								  uint8 alpha) throw();

	/** Creates a colour from 8-bit red, green, and blue values, and a floating-point alpha.

		Alpha of 0.0 is transparent, alpha of 1.0f is opaque.
		Values outside the valid range will be clipped.
	*/
	Colour (uint8 red,
			uint8 green,
			uint8 blue,
			float alpha) throw();

	/** Creates a colour using 8-bit red, green, blue and float alpha values. */
	static const Colour fromRGBAFloat (uint8 red,
									   uint8 green,
									   uint8 blue,
									   float alpha) throw();

	/** Creates a colour using floating point hue, saturation and brightness values, and an 8-bit alpha.

		The floating point values must be between 0.0 and 1.0.
		An alpha of 0x00 is completely transparent, alpha of 0xff is opaque.
		Values outside the valid range will be clipped.
	*/
	Colour (float hue,
			float saturation,
			float brightness,
			uint8 alpha) throw();

	/** Creates a colour using floating point hue, saturation, brightness and alpha values.

		All values must be between 0.0 and 1.0.
		Numbers outside the valid range will be clipped.
	*/
	Colour (float hue,
			float saturation,
			float brightness,
			float alpha) throw();

	/** Creates a colour using floating point hue, saturation and brightness values, and an 8-bit alpha.

		The floating point values must be between 0.0 and 1.0.
		An alpha of 0x00 is completely transparent, alpha of 0xff is opaque.
		Values outside the valid range will be clipped.
	*/
	static const Colour fromHSV (float hue,
								 float saturation,
								 float brightness,
								 float alpha) throw();

	/** Destructor. */
	~Colour() throw();

	/** Copies another Colour object. */
	Colour& operator= (const Colour& other) throw();

	/** Compares two colours. */
	bool operator== (const Colour& other) const throw();
	/** Compares two colours. */
	bool operator!= (const Colour& other) const throw();

	/** Returns the red component of this colour.

		@returns a value between 0x00 and 0xff.
	*/
	uint8 getRed() const throw()			{ return argb.getRed(); }

	/** Returns the green component of this colour.

		@returns a value between 0x00 and 0xff.
	*/
	uint8 getGreen() const throw()			  { return argb.getGreen(); }

	/** Returns the blue component of this colour.

		@returns a value between 0x00 and 0xff.
	*/
	uint8 getBlue() const throw()			   { return argb.getBlue(); }

	/** Returns the red component of this colour as a floating point value.

		@returns a value between 0.0 and 1.0
	*/
	float getFloatRed() const throw();

	/** Returns the green component of this colour as a floating point value.

		@returns a value between 0.0 and 1.0
	*/
	float getFloatGreen() const throw();

	/** Returns the blue component of this colour as a floating point value.

		@returns a value between 0.0 and 1.0
	*/
	float getFloatBlue() const throw();

	/** Returns a premultiplied ARGB pixel object that represents this colour.
	*/
	const PixelARGB getPixelARGB() const throw();

	/** Returns a 32-bit integer that represents this colour.

		The format of this number is:
			((alpha << 24) | (red << 16) | (green << 16) | blue).
	*/
	uint32 getARGB() const throw();

	/** Returns the colour's alpha (opacity).

		Alpha of 0x00 is completely transparent, 0xff is completely opaque.
	*/
	uint8 getAlpha() const throw()			  { return argb.getAlpha(); }

	/** Returns the colour's alpha (opacity) as a floating point value.

		Alpha of 0.0 is completely transparent, 1.0 is completely opaque.
	*/
	float getFloatAlpha() const throw();

	/** Returns true if this colour is completely opaque.

		Equivalent to (getAlpha() == 0xff).
	*/
	bool isOpaque() const throw();

	/** Returns true if this colour is completely transparent.

		Equivalent to (getAlpha() == 0x00).
	*/
	bool isTransparent() const throw();

	/** Returns a colour that's the same colour as this one, but with a new alpha value. */
	const Colour withAlpha (uint8 newAlpha) const throw();

	/** Returns a colour that's the same colour as this one, but with a new alpha value. */
	const Colour withAlpha (float newAlpha) const throw();

	/** Returns a colour that's the same colour as this one, but with a modified alpha value.

		The new colour's alpha will be this object's alpha multiplied by the value passed-in.
	*/
	const Colour withMultipliedAlpha (float alphaMultiplier) const throw();

	/** Returns a colour that is the result of alpha-compositing a new colour over this one.

		If the foreground colour is semi-transparent, it is blended onto this colour
		accordingly.
	*/
	const Colour overlaidWith (const Colour& foregroundColour) const throw();

	/** Returns a colour that lies somewhere between this one and another.

		If amountOfOther is zero, the result is 100% this colour, if amountOfOther
		is 1.0, the result is 100% of the other colour.
	*/
	const Colour interpolatedWith (const Colour& other, float proportionOfOther) const throw();

	/** Returns the colour's hue component.
		The value returned is in the range 0.0 to 1.0
	*/
	float getHue() const throw();

	/** Returns the colour's saturation component.
		The value returned is in the range 0.0 to 1.0
	*/
	float getSaturation() const throw();

	/** Returns the colour's brightness component.
		The value returned is in the range 0.0 to 1.0
	*/
	float getBrightness() const throw();

	/** Returns the colour's hue, saturation and brightness components all at once.
		The values returned are in the range 0.0 to 1.0
	*/
	void getHSB (float& hue,
				 float& saturation,
				 float& brightness) const throw();

	/** Returns a copy of this colour with a different hue. */
	const Colour withHue (float newHue) const throw();

	/** Returns a copy of this colour with a different saturation. */
	const Colour withSaturation (float newSaturation) const throw();

	/** Returns a copy of this colour with a different brightness.
		@see brighter, darker, withMultipliedBrightness
	*/
	const Colour withBrightness (float newBrightness) const throw();

	/** Returns a copy of this colour with it hue rotated.

		The new colour's hue is ((this->getHue() + amountToRotate) % 1.0)

		@see brighter, darker, withMultipliedBrightness
	*/
	const Colour withRotatedHue (float amountToRotate) const throw();

	/** Returns a copy of this colour with its saturation multiplied by the given value.

		The new colour's saturation is (this->getSaturation() * multiplier)
		(the result is clipped to legal limits).
	*/
	const Colour withMultipliedSaturation (float multiplier) const throw();

	/** Returns a copy of this colour with its brightness multiplied by the given value.

		The new colour's saturation is (this->getBrightness() * multiplier)
		(the result is clipped to legal limits).
	*/
	const Colour withMultipliedBrightness (float amount) const throw();

	/** Returns a brighter version of this colour.

		@param amountBrighter   how much brighter to make it - a value from 0 to 1.0 where 0 is
								unchanged, and higher values make it brighter
		@see withMultipliedBrightness
	*/
	const Colour brighter (float amountBrighter = 0.4f) const throw();

	/** Returns a darker version of this colour.

		@param amountDarker	 how much darker to make it - a value from 0 to 1.0 where 0 is
								unchanged, and higher values make it darker
		@see withMultipliedBrightness
	*/
	const Colour darker (float amountDarker = 0.4f) const throw();

	/** Returns a colour that will be clearly visible against this colour.

		The amount parameter indicates how contrasting the new colour should
		be, so e.g. Colours::black.contrasting (0.1f) will return a colour
		that's just a little bit lighter; Colours::black.contrasting (1.0f) will
		return white; Colours::white.contrasting (1.0f) will return black, etc.
	*/
	const Colour contrasting (float amount = 1.0f) const throw();

	/** Returns a colour that contrasts against two colours.

		Looks for a colour that contrasts with both of the colours passed-in.

		Handy for things like choosing a highlight colour in text editors, etc.
	*/
	static const Colour contrasting (const Colour& colour1,
									 const Colour& colour2) throw();

	/** Returns an opaque shade of grey.

		@param brightness the level of grey to return - 0 is black, 1.0 is white
	*/
	static const Colour greyLevel (float brightness) throw();

	/** Returns a stringified version of this colour.

		The string can be turned back into a colour using the fromString() method.
	*/
	const String toString() const;

	/** Reads the colour from a string that was created with toString().
	*/
	static const Colour fromString (const String& encodedColourString);

	/** Returns the colour as a hex string in the form RRGGBB or AARRGGBB. */
	const String toDisplayString (bool includeAlphaValue) const;

	juce_UseDebuggingNewOperator

private:
	PixelARGB argb;
};

#endif   // __JUCE_COLOUR_JUCEHEADER__
/*** End of inlined file: juce_Colour.h ***/

/**
	Contains a set of predefined named colours (mostly standard HTML colours)

	@see Colour, Colours::greyLevel
*/
class Colours
{
public:
	static JUCE_API const Colour

	transparentBlack,   /**< ARGB = 0x00000000 */
	transparentWhite,   /**< ARGB = 0x00ffffff */

	black,		  /**< ARGB = 0xff000000 */
	white,		  /**< ARGB = 0xffffffff */
	blue,		   /**< ARGB = 0xff0000ff */
	grey,		   /**< ARGB = 0xff808080 */
	green,		  /**< ARGB = 0xff008000 */
	red,		/**< ARGB = 0xffff0000 */
	yellow,		 /**< ARGB = 0xffffff00 */

	aliceblue,		  antiquewhite,	   aqua,		   aquamarine,
	azure,		  beige,		  bisque,		 blanchedalmond,
	blueviolet,		 brown,		  burlywood,	  cadetblue,
	chartreuse,		 chocolate,	  coral,		  cornflowerblue,
	cornsilk,		   crimson,		cyan,		   darkblue,
	darkcyan,		   darkgoldenrod,	  darkgrey,	   darkgreen,
	darkkhaki,		  darkmagenta,	darkolivegreen,	 darkorange,
	darkorchid,		 darkred,		darksalmon,	 darkseagreen,
	darkslateblue,	  darkslategrey,	  darkturquoise,	  darkviolet,
	deeppink,		   deepskyblue,	dimgrey,		dodgerblue,
	firebrick,		  floralwhite,	forestgreen,	fuchsia,
	gainsboro,		  gold,		   goldenrod,	  greenyellow,
	honeydew,		   hotpink,		indianred,	  indigo,
	ivory,		  khaki,		  lavender,	   lavenderblush,
	lemonchiffon,	   lightblue,	  lightcoral,	 lightcyan,
	lightgoldenrodyellow,   lightgreen,	 lightgrey,	  lightpink,
	lightsalmon,		lightseagreen,	  lightskyblue,	   lightslategrey,
	lightsteelblue,	 lightyellow,	lime,		   limegreen,
	linen,		  magenta,		maroon,		 mediumaquamarine,
	mediumblue,		 mediumorchid,	   mediumpurple,	   mediumseagreen,
	mediumslateblue,	mediumspringgreen,  mediumturquoise,	mediumvioletred,
	midnightblue,	   mintcream,	  mistyrose,	  navajowhite,
	navy,		   oldlace,		olive,		  olivedrab,
	orange,		 orangered,	  orchid,		 palegoldenrod,
	palegreen,		  paleturquoise,	  palevioletred,	  papayawhip,
	peachpuff,		  peru,		   pink,		   plum,
	powderblue,		 purple,		 rosybrown,	  royalblue,
	saddlebrown,		salmon,		 sandybrown,	 seagreen,
	seashell,		   sienna,		 silver,		 skyblue,
	slateblue,		  slategrey,	  snow,		   springgreen,
	steelblue,		  tan,		teal,		   thistle,
	tomato,		 turquoise,	  violet,		 wheat,
	whitesmoke,		 yellowgreen;

	/** Attempts to look up a string in the list of known colour names, and return
		the appropriate colour.

		A non-case-sensitive search is made of the list of predefined colours, and
		if a match is found, that colour is returned. If no match is found, the
		colour passed in as the defaultColour parameter is returned.
	*/
	static JUCE_API const Colour findColourForName (const String& colourName,
													const Colour& defaultColour);

private:

	// this isn't a class you should ever instantiate - it's just here for the
	// static values in it.
	Colours();
	Colours (const Colours&);
	Colours& operator= (const Colours&);
};

#endif   // __JUCE_COLOURS_JUCEHEADER__
/*** End of inlined file: juce_Colours.h ***/


/*** Start of inlined file: juce_ColourGradient.h ***/
#ifndef __JUCE_COLOURGRADIENT_JUCEHEADER__
#define __JUCE_COLOURGRADIENT_JUCEHEADER__

/**
	Describes the layout and colours that should be used to paint a colour gradient.

	@see Graphics::setGradientFill
*/
class JUCE_API  ColourGradient
{
public:

	/** Creates a gradient object.

		(x1, y1) is the location to draw with colour1. Likewise (x2, y2) is where
		colour2 should be. In between them there's a gradient.

		If isRadial is true, the colours form a circular gradient with (x1, y1) at
		its centre.

		The alpha transparencies of the colours are used, so note that
		if you blend from transparent to a solid colour, the RGB of the transparent
		colour will become visible in parts of the gradient. e.g. blending
		from Colour::transparentBlack to Colours::white will produce a
		muddy grey colour midway, but Colour::transparentWhite to Colours::white
		will be white all the way across.

		@see ColourGradient
	*/
	ColourGradient (const Colour& colour1, float x1, float y1,
					const Colour& colour2, float x2, float y2,
					bool isRadial);

	/** Creates an uninitialised gradient.

		If you use this constructor instead of the other one, be sure to set all the
		object's public member variables before using it!
	*/
	ColourGradient() throw();

	/** Destructor */
	~ColourGradient();

	/** Removes any colours that have been added.

		This will also remove any start and end colours, so the gradient won't work. You'll
		need to add more colours with addColour().
	*/
	void clearColours();

	/** Adds a colour at a point along the length of the gradient.

		This allows the gradient to go through a spectrum of colours, instead of just a
		start and end colour.

		@param proportionAlongGradient	  a value between 0 and 1.0, which is the proportion
											of the distance along the line between the two points
											at which the colour should occur.
		@param colour			   the colour that should be used at this point
		@returns the index at which the new point was added
	*/
	int addColour (double proportionAlongGradient,
				   const Colour& colour);

	/** Removes one of the colours from the gradient. */
	void removeColour (int index);

	/** Multiplies the alpha value of all the colours by the given scale factor */
	void multiplyOpacity (float multiplier) throw();

	/** Returns the number of colour-stops that have been added. */
	int getNumColours() const throw();

	/** Returns the position along the length of the gradient of the colour with this index.

		The index is from 0 to getNumColours() - 1. The return value will be between 0.0 and 1.0
	*/
	double getColourPosition (int index) const throw();

	/** Returns the colour that was added with a given index.
		The index is from 0 to getNumColours() - 1.
	*/
	const Colour getColour (int index) const throw();

	/** Changes the colour at a given index.
		The index is from 0 to getNumColours() - 1.
	*/
	void setColour (int index, const Colour& newColour) throw();

	/** Returns the an interpolated colour at any position along the gradient.
		@param position	 the position along the gradient, between 0 and 1
	*/
	const Colour getColourAtPosition (double position) const throw();

	/** Creates a set of interpolated premultiplied ARGB values.
		This will resize the HeapBlock, fill it with the colours, and will return the number of
		colours that it added.
	*/
	int createLookupTable (const AffineTransform& transform, HeapBlock <PixelARGB>& resultLookupTable) const;

	/** Returns true if all colours are opaque. */
	bool isOpaque() const throw();

	/** Returns true if all colours are completely transparent. */
	bool isInvisible() const throw();

	Point<float> point1, point2;

	/** If true, the gradient should be filled circularly, centred around
		point1, with point2 defining a point on the circumference.

		If false, the gradient is linear between the two points.
	*/
	bool isRadial;

	bool operator== (const ColourGradient& other) const throw();
	bool operator!= (const ColourGradient& other) const throw();

	juce_UseDebuggingNewOperator

private:
	struct ColourPoint
	{
		ColourPoint() throw() {}

		ColourPoint (const double position_, const Colour& colour_) throw()
			: position (position_), colour (colour_)
		{}

		bool operator== (const ColourPoint& other) const throw()   { return position == other.position && colour == other.colour; }
		bool operator!= (const ColourPoint& other) const throw()   { return position != other.position || colour != other.colour; }

		double position;
		Colour colour;
	};

	Array <ColourPoint> colours;
};

#endif   // __JUCE_COLOURGRADIENT_JUCEHEADER__
/*** End of inlined file: juce_ColourGradient.h ***/


/*** Start of inlined file: juce_RectanglePlacement.h ***/
#ifndef __JUCE_RECTANGLEPLACEMENT_JUCEHEADER__
#define __JUCE_RECTANGLEPLACEMENT_JUCEHEADER__

/**
	Defines the method used to postion some kind of rectangular object within
	a rectangular viewport.

	Although similar to Justification, this is more specific, and has some extra
	options.
*/
class JUCE_API  RectanglePlacement
{
public:

	/** Creates a RectanglePlacement object using a combination of flags. */
	inline RectanglePlacement (int flags_) throw()  : flags (flags_) {}

	/** Creates a copy of another RectanglePlacement object. */
	RectanglePlacement (const RectanglePlacement& other) throw();

	/** Copies another RectanglePlacement object. */
	RectanglePlacement& operator= (const RectanglePlacement& other) throw();

	/** Flag values that can be combined and used in the constructor. */
	enum
	{

		/** Indicates that the source rectangle's left edge should be aligned with the left edge of the target rectangle. */
		xLeft				   = 1,

		/** Indicates that the source rectangle's right edge should be aligned with the right edge of the target rectangle. */
		xRight				  = 2,

		/** Indicates that the source should be placed in the centre between the left and right
			sides of the available space. */
		xMid					= 4,

		/** Indicates that the source's top edge should be aligned with the top edge of the
			destination rectangle. */
		yTop					= 8,

		/** Indicates that the source's bottom edge should be aligned with the bottom edge of the
			destination rectangle. */
		yBottom				 = 16,

		/** Indicates that the source should be placed in the centre between the top and bottom
			sides of the available space. */
		yMid					= 32,

		/** If this flag is set, then the source rectangle will be resized to completely fill
			the destination rectangle, and all other flags are ignored.
		*/
		stretchToFit				= 64,

		/** If this flag is set, then the source rectangle will be resized so that it is the
			minimum size to completely fill the destination rectangle, without changing its
			aspect ratio. This means that some of the source rectangle may fall outside
			the destination.

			If this flag is not set, the source will be given the maximum size at which none
			of it falls outside the destination rectangle.
		*/
		fillDestination			 = 128,

		/** Indicates that the source rectangle can be reduced in size if required, but should
			never be made larger than its original size.
		*/
		onlyReduceInSize			= 256,

		/** Indicates that the source rectangle can be enlarged if required, but should
			never be made smaller than its original size.
		*/
		onlyIncreaseInSize			  = 512,

		/** Indicates that the source rectangle's size should be left unchanged.
		*/
		doNotResize				 = (onlyIncreaseInSize | onlyReduceInSize),

		/** A shorthand value that is equivalent to (xMid | yMid). */
		centred				 = 4 + 32
	};

	/** Returns the raw flags that are set for this object. */
	inline int getFlags() const throw()				 { return flags; }

	/** Tests a set of flags for this object.

		@returns true if any of the flags passed in are set on this object.
	*/
	inline bool testFlags (int flagsToTest) const throw()	   { return (flags & flagsToTest) != 0; }

	/** Adjusts the position and size of a rectangle to fit it into a space.

		The source rectangle co-ordinates will be adjusted so that they fit into
		the destination rectangle based on this object's flags.
	*/
	void applyTo (double& sourceX,
				  double& sourceY,
				  double& sourceW,
				  double& sourceH,
				  double destinationX,
				  double destinationY,
				  double destinationW,
				  double destinationH) const throw();

	/** Returns the transform that should be applied to these source co-ordinates to fit them
		into the destination rectangle using the current flags.
	*/
	const AffineTransform getTransformToFit (const Rectangle<float>& source,
											 const Rectangle<float>& destination) const throw();

private:

	int flags;
};

#endif   // __JUCE_RECTANGLEPLACEMENT_JUCEHEADER__
/*** End of inlined file: juce_RectanglePlacement.h ***/

class LowLevelGraphicsContext;
class Image;
class FillType;
class RectangleList;

/**
	A graphics context, used for drawing a component or image.

	When a Component needs painting, a Graphics context is passed to its
	Component::paint() method, and this you then call methods within this
	object to actually draw the component's content.

	A Graphics can also be created from an image, to allow drawing directly onto
	that image.

	@see Component::paint
*/
class JUCE_API  Graphics
{
public:

	/** Creates a Graphics object to draw directly onto the given image.

		The graphics object that is created will be set up to draw onto the image,
		with the context's clipping area being the entire size of the image, and its
		origin being the image's origin. To draw into a subsection of an image, use the
		reduceClipRegion() and setOrigin() methods.

		Obviously you shouldn't delete the image before this context is deleted.
	*/
	explicit Graphics (const Image& imageToDrawOnto);

	/** Destructor. */
	~Graphics();

	/** Changes the current drawing colour.

		This sets the colour that will now be used for drawing operations - it also
		sets the opacity to that of the colour passed-in.

		If a brush is being used when this method is called, the brush will be deselected,
		and any subsequent drawing will be done with a solid colour brush instead.

		@see setOpacity
	*/
	void setColour (const Colour& newColour);

	/** Changes the opacity to use with the current colour.

		If a solid colour is being used for drawing, this changes its opacity
		to this new value (i.e. it doesn't multiply the colour's opacity by this amount).

		If a gradient is being used, this will have no effect on it.

		A value of 0.0 is completely transparent, 1.0 is completely opaque.
	*/
	void setOpacity (float newOpacity);

	/** Sets the context to use a gradient for its fill pattern.
	*/
	void setGradientFill (const ColourGradient& gradient);

	/** Sets the context to use a tiled image pattern for filling.
		Make sure that you don't delete this image while it's still being used by
		this context!
	*/
	void setTiledImageFill (const Image& imageToUse,
							int anchorX, int anchorY,
							float opacity);

	/** Changes the current fill settings.
		@see setColour, setGradientFill, setTiledImageFill
	*/
	void setFillType (const FillType& newFill);

	/** Changes the font to use for subsequent text-drawing functions.

		Note there's also a setFont (float, int) method to quickly change the size and
		style of the current font.

		@see drawSingleLineText, drawMultiLineText, drawTextAsPath, drawText, drawFittedText
	*/
	void setFont (const Font& newFont);

	/** Changes the size and style of the currently-selected font.

		This is a convenient shortcut that changes the context's current font to a
		different size or style. The typeface won't be changed.

		@see Font
	*/
	void setFont (float newFontHeight, int fontStyleFlags = Font::plain);

	/** Returns the currently selected font. */
	const Font getCurrentFont() const;

	/** Draws a one-line text string.

		This will use the current colour (or brush) to fill the text. The font is the last
		one specified by setFont().

		@param text	 the string to draw
		@param startX	   the position to draw the left-hand edge of the text
		@param baselineY	the position of the text's baseline
		@see drawMultiLineText, drawText, drawFittedText, GlyphArrangement::addLineOfText
	*/
	void drawSingleLineText (const String& text,
							 int startX, int baselineY) const;

	/** Draws text across multiple lines.

		This will break the text onto a new line where there's a new-line or
		carriage-return character, or at a word-boundary when the text becomes wider
		than the size specified by the maximumLineWidth parameter.

		@see setFont, drawSingleLineText, drawFittedText, GlyphArrangement::addJustifiedText
	*/
	void drawMultiLineText (const String& text,
							int startX, int baselineY,
							int maximumLineWidth) const;

	/** Renders a string of text as a vector path.

		This allows a string to be transformed with an arbitrary AffineTransform and
		rendered using the current colour/brush. It's much slower than the normal text methods
		but more accurate.

		@see setFont
	*/
	void drawTextAsPath (const String& text,
						 const AffineTransform& transform) const;

	/** Draws a line of text within a specified rectangle.

		The text will be positioned within the rectangle based on the justification
		flags passed-in. If the string is too long to fit inside the rectangle, it will
		either be truncated or will have ellipsis added to its end (if the useEllipsesIfTooBig
		flag is true).

		@see drawSingleLineText, drawFittedText, drawMultiLineText, GlyphArrangement::addJustifiedText
	*/
	void drawText (const String& text,
				   int x, int y, int width, int height,
				   const Justification& justificationType,
				   bool useEllipsesIfTooBig) const;

	/** Tries to draw a text string inside a given space.

		This does its best to make the given text readable within the specified rectangle,
		so it useful for labelling things.

		If the text is too big, it'll be squashed horizontally or broken over multiple lines
		if the maximumLinesToUse value allows this. If the text just won't fit into the space,
		it'll cram as much as possible in there, and put some ellipsis at the end to show that
		it's been truncated.

		A Justification parameter lets you specify how the text is laid out within the rectangle,
		both horizontally and vertically.

		The minimumHorizontalScale parameter specifies how much the text can be squashed horizontally
		to try to squeeze it into the space. If you don't want any horizontal scaling to occur, you
		can set this value to 1.0f.

		@see GlyphArrangement::addFittedText
	*/
	void drawFittedText (const String& text,
						 int x, int y, int width, int height,
						 const Justification& justificationFlags,
						 int maximumNumberOfLines,
						 float minimumHorizontalScale = 0.7f) const;

	/** Fills the context's entire clip region with the current colour or brush.

		(See also the fillAll (const Colour&) method which is a quick way of filling
		it with a given colour).
	*/
	void fillAll() const;

	/** Fills the context's entire clip region with a given colour.

		This leaves the context's current colour and brush unchanged, it just
		uses the specified colour temporarily.
	*/
	void fillAll (const Colour& colourToUse) const;

	/** Fills a rectangle with the current colour or brush.

		@see drawRect, fillRoundedRectangle
	*/
	void fillRect (int x, int y, int width, int height) const;

	/** Fills a rectangle with the current colour or brush. */
	void fillRect (const Rectangle<int>& rectangle) const;

	/** Fills a rectangle with the current colour or brush.

		This uses sub-pixel positioning so is slower than the fillRect method which
		takes integer co-ordinates.
	*/
	void fillRect (float x, float y, float width, float height) const;

	/** Uses the current colour or brush to fill a rectangle with rounded corners.

		@see drawRoundedRectangle, Path::addRoundedRectangle
	*/
	void fillRoundedRectangle (float x, float y, float width, float height,
							   float cornerSize) const;

	/** Uses the current colour or brush to fill a rectangle with rounded corners.

		@see drawRoundedRectangle, Path::addRoundedRectangle
	*/
	void fillRoundedRectangle (const Rectangle<float>& rectangle,
							   float cornerSize) const;

	/** Fills a rectangle with a checkerboard pattern, alternating between two colours.
	*/
	void fillCheckerBoard (const Rectangle<int>& area,
						   int checkWidth, int checkHeight,
						   const Colour& colour1, const Colour& colour2) const;

	/** Draws four lines to form a rectangular outline, using the current colour or brush.

		The lines are drawn inside the given rectangle, and greater line thicknesses
		extend inwards.

		@see fillRect
	*/
	void drawRect (int x, int y, int width, int height,
				   int lineThickness = 1) const;

	/** Draws four lines to form a rectangular outline, using the current colour or brush.

		The lines are drawn inside the given rectangle, and greater line thicknesses
		extend inwards.

		@see fillRect
	*/
	void drawRect (float x, float y, float width, float height,
				   float lineThickness = 1.0f) const;

	/** Draws four lines to form a rectangular outline, using the current colour or brush.

		The lines are drawn inside the given rectangle, and greater line thicknesses
		extend inwards.

		@see fillRect
	*/
	void drawRect (const Rectangle<int>& rectangle,
				   int lineThickness = 1) const;

	/** Uses the current colour or brush to draw the outline of a rectangle with rounded corners.

		@see fillRoundedRectangle, Path::addRoundedRectangle
	*/
	void drawRoundedRectangle (float x, float y, float width, float height,
							   float cornerSize, float lineThickness) const;

	/** Uses the current colour or brush to draw the outline of a rectangle with rounded corners.

		@see fillRoundedRectangle, Path::addRoundedRectangle
	*/
	void drawRoundedRectangle (const Rectangle<float>& rectangle,
							   float cornerSize, float lineThickness) const;

	/** Draws a 3D raised (or indented) bevel using two colours.

		The bevel is drawn inside the given rectangle, and greater bevel thicknesses
		extend inwards.

		The top-left colour is used for the top- and left-hand edges of the
		bevel; the bottom-right colour is used for the bottom- and right-hand
		edges.

		If useGradient is true, then the bevel fades out to make it look more curved
		and less angular. If sharpEdgeOnOutside is true, the outside of the bevel is
		sharp, and it fades towards the centre; if sharpEdgeOnOutside is false, then
		the centre edges are sharp and it fades towards the outside.
	*/
	void drawBevel (int x, int y, int width, int height,
					int bevelThickness,
					const Colour& topLeftColour = Colours::white,
					const Colour& bottomRightColour = Colours::black,
					bool useGradient = true,
					bool sharpEdgeOnOutside = true) const;

	/** Draws a pixel using the current colour or brush.
	*/
	void setPixel (int x, int y) const;

	/** Fills an ellipse with the current colour or brush.

		The ellipse is drawn to fit inside the given rectangle.

		@see drawEllipse, Path::addEllipse
	*/
	void fillEllipse (float x, float y, float width, float height) const;

	/** Draws an elliptical stroke using the current colour or brush.

		@see fillEllipse, Path::addEllipse
	*/
	void drawEllipse (float x, float y, float width, float height,
					  float lineThickness) const;

	/** Draws a line between two points.

		The line is 1 pixel wide and drawn with the current colour or brush.
	*/
	void drawLine (float startX, float startY, float endX, float endY) const;

	/** Draws a line between two points with a given thickness.

		@see Path::addLineSegment
	*/
	void drawLine (float startX, float startY, float endX, float endY,
				   float lineThickness) const;

	/** Draws a line between two points.

		The line is 1 pixel wide and drawn with the current colour or brush.
	*/
	void drawLine (const Line<float>& line) const;

	/** Draws a line between two points with a given thickness.

		@see Path::addLineSegment
	*/
	void drawLine (const Line<float>& line, float lineThickness) const;

	/** Draws a dashed line using a custom set of dash-lengths.

		@param startX	   the line's start x co-ordinate
		@param startY	   the line's start y co-ordinate
		@param endX		 the line's end x co-ordinate
		@param endY		 the line's end y co-ordinate
		@param dashLengths	  a series of lengths to specify the on/off lengths - e.g.
								{ 4, 5, 6, 7 } will draw a line of 4 pixels, skip 5 pixels,
								draw 6 pixels, skip 7 pixels, and then repeat.
		@param numDashLengths   the number of elements in the array (this must be an even number).
		@param lineThickness	the thickness of the line to draw
		@see PathStrokeType::createDashedStroke
	*/
	void drawDashedLine (float startX, float startY,
						 float endX, float endY,
						 const float* dashLengths, int numDashLengths,
						 float lineThickness = 1.0f) const;

	/** Draws a vertical line of pixels at a given x position.

		The x position is an integer, but the top and bottom of the line can be sub-pixel
		positions, and these will be anti-aliased if necessary.
	*/
	void drawVerticalLine (int x, float top, float bottom) const;

	/** Draws a horizontal line of pixels at a given y position.

		The y position is an integer, but the left and right ends of the line can be sub-pixel
		positions, and these will be anti-aliased if necessary.
	*/
	void drawHorizontalLine (int y, float left, float right) const;

	/** Fills a path using the currently selected colour or brush.
	*/
	void fillPath (const Path& path,
				   const AffineTransform& transform = AffineTransform::identity) const;

	/** Draws a path's outline using the currently selected colour or brush.
	*/
	void strokePath (const Path& path,
					 const PathStrokeType& strokeType,
					 const AffineTransform& transform = AffineTransform::identity) const;

	/** Draws a line with an arrowhead at its end.

		@param line		 the line to draw
		@param lineThickness	the thickness of the line
		@param arrowheadWidth   the width of the arrow head (perpendicular to the line)
		@param arrowheadLength  the length of the arrow head (along the length of the line)
	*/
	void drawArrow (const Line<float>& line,
					float lineThickness,
					float arrowheadWidth,
					float arrowheadLength) const;

	/** Types of rendering quality that can be specified when drawing images.

		@see blendImage, Graphics::setImageResamplingQuality
	*/
	enum ResamplingQuality
	{
		lowResamplingQuality	 = 0,	/**< Just uses a nearest-neighbour algorithm for resampling. */
		mediumResamplingQuality  = 1,	/**< Uses bilinear interpolation for upsampling and area-averaging for downsampling. */
		highResamplingQuality	= 2	 /**< Uses bicubic interpolation for upsampling and area-averaging for downsampling. */
	};

	/** Changes the quality that will be used when resampling images.

		By default a Graphics object will be set to mediumRenderingQuality.

		@see Graphics::drawImage, Graphics::drawImageTransformed, Graphics::drawImageWithin
	*/
	void setImageResamplingQuality (const ResamplingQuality newQuality);

	/** Draws an image.

		This will draw the whole of an image, positioning its top-left corner at the
		given co-ordinates, and keeping its size the same. This is the simplest image
		drawing method - the others give more control over the scaling and clipping
		of the images.

		Images are composited using the context's current opacity, so if you
		don't want it to be drawn semi-transparently, be sure to call setOpacity (1.0f)
		(or setColour() with an opaque colour) before drawing images.
	*/
	void drawImageAt (const Image& imageToDraw, int topLeftX, int topLeftY,
					  bool fillAlphaChannelWithCurrentBrush = false) const;

	/** Draws part of an image, rescaling it to fit in a given target region.

		The specified area of the source image is rescaled and drawn to fill the
		specifed destination rectangle.

		Images are composited using the context's current opacity, so if you
		don't want it to be drawn semi-transparently, be sure to call setOpacity (1.0f)
		(or setColour() with an opaque colour) before drawing images.

		@param imageToDraw	  the image to overlay
		@param destX		the left of the destination rectangle
		@param destY		the top of the destination rectangle
		@param destWidth	the width of the destination rectangle
		@param destHeight	   the height of the destination rectangle
		@param sourceX	  the left of the rectangle to copy from the source image
		@param sourceY	  the top of the rectangle to copy from the source image
		@param sourceWidth	  the width of the rectangle to copy from the source image
		@param sourceHeight	 the height of the rectangle to copy from the source image
		@param fillAlphaChannelWithCurrentBrush	 if true, then instead of drawing the source image's pixels,
													the source image's alpha channel is used as a mask with
													which to fill the destination using the current colour
													or brush. (If the source is has no alpha channel, then
													it will just fill the target with a solid rectangle)
		@see setImageResamplingQuality, drawImageAt, drawImageWithin, fillAlphaMap
	*/
	void drawImage (const Image& imageToDraw,
					int destX, int destY, int destWidth, int destHeight,
					int sourceX, int sourceY, int sourceWidth, int sourceHeight,
					bool fillAlphaChannelWithCurrentBrush = false) const;

	/** Draws an image, having applied an affine transform to it.

		This lets you throw the image around in some wacky ways, rotate it, shear,
		scale it, etc.

		Images are composited using the context's current opacity, so if you
		don't want it to be drawn semi-transparently, be sure to call setOpacity (1.0f)
		(or setColour() with an opaque colour) before drawing images.

		If fillAlphaChannelWithCurrentBrush is set to true, then the image's RGB channels
		are ignored and it is filled with the current brush, masked by its alpha channel.

		If you want to render only a subsection of an image, use Image::getClippedImage() to
		create the section that you need.

		@see setImageResamplingQuality, drawImage
	*/
	void drawImageTransformed (const Image& imageToDraw,
							   const AffineTransform& transform,
							   bool fillAlphaChannelWithCurrentBrush = false) const;

	/** Draws an image to fit within a designated rectangle.

		If the image is too big or too small for the space, it will be rescaled
		to fit as nicely as it can do without affecting its aspect ratio. It will
		then be placed within the target rectangle according to the justification flags
		specified.

		@param imageToDraw		  the source image to draw
		@param destX			top-left of the target rectangle to fit it into
		@param destY			top-left of the target rectangle to fit it into
		@param destWidth		size of the target rectangle to fit the image into
		@param destHeight		   size of the target rectangle to fit the image into
		@param placementWithinTarget	this specifies how the image should be positioned
										within the target rectangle - see the RectanglePlacement
										class for more details about this.
		@param fillAlphaChannelWithCurrentBrush	 if true, then instead of drawing the image, just its
													alpha channel will be used as a mask with which to
													draw with the current brush or colour. This is
													similar to fillAlphaMap(), and see also drawImage()
		@see setImageResamplingQuality, drawImage, drawImageTransformed, drawImageAt, RectanglePlacement
	*/
	void drawImageWithin (const Image& imageToDraw,
						  int destX, int destY, int destWidth, int destHeight,
						  const RectanglePlacement& placementWithinTarget,
						  bool fillAlphaChannelWithCurrentBrush = false) const;

	/** Returns the position of the bounding box for the current clipping region.

		@see getClipRegion, clipRegionIntersects
	*/
	const Rectangle<int> getClipBounds() const;

	/** Checks whether a rectangle overlaps the context's clipping region.

		If this returns false, no part of the given area can be drawn onto, so this
		method can be used to optimise a component's paint() method, by letting it
		avoid drawing complex objects that aren't within the region being repainted.
	*/
	bool clipRegionIntersects (const Rectangle<int>& area) const;

	/** Intersects the current clipping region with another region.

		@returns true if the resulting clipping region is non-zero in size
		@see setOrigin, clipRegionIntersects
	*/
	bool reduceClipRegion (int x, int y, int width, int height);

	/** Intersects the current clipping region with another region.

		@returns true if the resulting clipping region is non-zero in size
		@see setOrigin, clipRegionIntersects
	*/
	bool reduceClipRegion (const Rectangle<int>& area);

	/** Intersects the current clipping region with a rectangle list region.

		@returns true if the resulting clipping region is non-zero in size
		@see setOrigin, clipRegionIntersects
	*/
	bool reduceClipRegion (const RectangleList& clipRegion);

	/** Intersects the current clipping region with a path.

		@returns true if the resulting clipping region is non-zero in size
		@see reduceClipRegion
	*/
	bool reduceClipRegion (const Path& path, const AffineTransform& transform = AffineTransform::identity);

	/** Intersects the current clipping region with an image's alpha-channel.

		The current clipping path is intersected with the area covered by this image's
		alpha-channel, after the image has been transformed by the specified matrix.

		@param image	the image whose alpha-channel should be used. If the image doesn't
						have an alpha-channel, it is treated as entirely opaque.
		@param transform	a matrix to apply to the image
		@returns true if the resulting clipping region is non-zero in size
		@see reduceClipRegion
	*/
	bool reduceClipRegion (const Image& image, const AffineTransform& transform);

	/** Excludes a rectangle to stop it being drawn into. */
	void excludeClipRegion (const Rectangle<int>& rectangleToExclude);

	/** Returns true if no drawing can be done because the clip region is zero. */
	bool isClipEmpty() const;

	/** Saves the current graphics state on an internal stack.

		To restore the state, use restoreState().
	*/
	void saveState();

	/** Restores a graphics state that was previously saved with saveState().
	*/
	void restoreState();

	/** Moves the position of the context's origin.

		This changes the position that the context considers to be (0, 0) to
		the specified position.

		So if you call setOrigin (100, 100), then the position that was previously
		referred to as (100, 100) will subsequently be considered to be (0, 0).

		@see reduceClipRegion
	*/
	void setOrigin (int newOriginX, int newOriginY);

	/** Resets the current colour, brush, and font to default settings. */
	void resetToDefaultState();

	/** Returns true if this context is drawing to a vector-based device, such as a printer. */
	bool isVectorDevice() const;

	juce_UseDebuggingNewOperator

	/** Create a graphics that uses a given low-level renderer.
		For internal use only.
		NB. The context will NOT be deleted by this object when it is deleted.
	*/
	Graphics (LowLevelGraphicsContext* internalContext) throw();

	/** @internal */
	LowLevelGraphicsContext* getInternalContext() const throw()	 { return context; }

private:

	LowLevelGraphicsContext* const context;
	ScopedPointer <LowLevelGraphicsContext> contextToDelete;

	bool saveStatePending;
	void saveStateIfPending();

	Graphics (const Graphics&);
	Graphics& operator= (const Graphics& other);
};

#endif   // __JUCE_GRAPHICS_JUCEHEADER__
/*** End of inlined file: juce_Graphics.h ***/

/**
	A graphical effect filter that can be applied to components.

	An ImageEffectFilter can be applied to the image that a component
	paints before it hits the screen.

	This is used for adding effects like shadows, blurs, etc.

	@see Component::setComponentEffect
*/
class JUCE_API  ImageEffectFilter
{
public:

	/** Overridden to render the effect.

		The implementation of this method must use the image that is passed in
		as its source, and should render its output to the graphics context passed in.

		@param sourceImage	  the image that the source component has just rendered with
								its paint() method. The image may or may not have an alpha
								channel, depending on whether the component is opaque.
		@param destContext	  the graphics context to use to draw the resultant image.
		@param alpha		the alpha with which to draw the resultant image to the
								target context
	*/
	virtual void applyEffect (Image& sourceImage,
							  Graphics& destContext,
							  float alpha) = 0;

	/** Destructor. */
	virtual ~ImageEffectFilter() {}

};

#endif   // __JUCE_IMAGEEFFECTFILTER_JUCEHEADER__
/*** End of inlined file: juce_ImageEffectFilter.h ***/


/*** Start of inlined file: juce_Image.h ***/
#ifndef __JUCE_IMAGE_JUCEHEADER__
#define __JUCE_IMAGE_JUCEHEADER__

/**
	Holds a fixed-size bitmap.

	The image is stored in either 24-bit RGB or 32-bit premultiplied-ARGB format.

	To draw into an image, create a Graphics object for it.
	e.g. @code

	// create a transparent 500x500 image..
	Image myImage (Image::RGB, 500, 500, true);

	Graphics g (myImage);
	g.setColour (Colours::red);
	g.fillEllipse (20, 20, 300, 200);  // draws a red ellipse in our image.
	@endcode

	Other useful ways to create an image are with the ImageCache class, or the
	ImageFileFormat, which provides a way to load common image files.

	@see Graphics, ImageFileFormat, ImageCache, ImageConvolutionKernel
*/
class JUCE_API  Image
{
public:

	/**
	*/
	enum PixelFormat
	{
		UnknownFormat,
		RGB,		/**<< each pixel is a 3-byte packed RGB colour value. For byte order, see the PixelRGB class. */
		ARGB,		   /**<< each pixel is a 4-byte ARGB premultiplied colour value. For byte order, see the PixelARGB class. */
		SingleChannel	   /**<< each pixel is a 1-byte alpha channel value. */
	};

	/**
	*/
	enum ImageType
	{
		SoftwareImage = 0,
		NativeImage
	};

	/** Creates a null image. */
	Image();

	/** Creates an image with a specified size and format.

		@param format	   the number of colour channels in the image
		@param imageWidth	   the desired width of the image, in pixels - this value must be
								greater than zero (otherwise a width of 1 will be used)
		@param imageHeight	  the desired width of the image, in pixels - this value must be
								greater than zero (otherwise a height of 1 will be used)
		@param clearImage	   if true, the image will initially be cleared to black (if it's RGB)
								or transparent black (if it's ARGB). If false, the image may contain
								junk initially, so you need to make sure you overwrite it thoroughly.
		@param type		 the type of image - this lets you specify whether you want a purely
								memory-based image, or one that may be managed by the OS if possible.
	*/
	Image (PixelFormat format,
		   int imageWidth,
		   int imageHeight,
		   bool clearImage,
		   ImageType type = NativeImage);

	/** Creates a shared reference to another image.

		This won't create a duplicate of the image - when Image objects are copied, they simply
		point to the same shared image data. To make sure that an Image object has its own unique,
		unshared internal data, call duplicateIfShared().
	*/
	Image (const Image& other);

	/** Makes this image refer to the same underlying image as another object.

		This won't create a duplicate of the image - when Image objects are copied, they simply
		point to the same shared image data. To make sure that an Image object has its own unique,
		unshared internal data, call duplicateIfShared().
	*/
	Image& operator= (const Image&);

	/** Destructor. */
	~Image();

	/** Returns true if the two images are referring to the same internal, shared image. */
	bool operator== (const Image& other) const throw()	  { return image == other.image; }

	/** Returns true if the two images are not referring to the same internal, shared image. */
	bool operator!= (const Image& other) const throw()	  { return image != other.image; }

	/** Returns true if this image isn't null.
		If you create an Image with the default constructor, it has no size or content, and is null
		until you reassign it to an Image which contains some actual data.
		The isNull() method is the opposite of isValid().
		@see isNull
	*/
	inline bool isValid() const throw()			 { return image != 0; }

	/** Returns true if this image is not valid.
		If you create an Image with the default constructor, it has no size or content, and is null
		until you reassign it to an Image which contains some actual data.
		The isNull() method is the opposite of isValid().
		@see isValid
	*/
	inline bool isNull() const throw()			  { return image == 0; }

	/** A null Image object that can be used when you need to return an invalid image.
		This object is the equivalient to an Image created with the default constructor.
	*/
	static const Image null;

	/** Returns the image's width (in pixels). */
	int getWidth() const throw()				{ return image == 0 ? 0 : image->width; }

	/** Returns the image's height (in pixels). */
	int getHeight() const throw()			   { return image == 0 ? 0 : image->height; }

	/** Returns a rectangle with the same size as this image.
		The rectangle's origin is always (0, 0).
	*/
	const Rectangle<int> getBounds() const throw()	  { return image == 0 ? Rectangle<int>() : Rectangle<int> (image->width, image->height); }

	/** Returns the image's pixel format. */
	PixelFormat getFormat() const throw()		   { return image == 0 ? UnknownFormat : image->format; }

	/** True if the image's format is ARGB. */
	bool isARGB() const throw()				 { return getFormat() == ARGB; }

	/** True if the image's format is RGB. */
	bool isRGB() const throw()				  { return getFormat() == RGB; }

	/** True if the image's format is a single-channel alpha map. */
	bool isSingleChannel() const throw()			{ return getFormat() == SingleChannel; }

	/** True if the image contains an alpha-channel. */
	bool hasAlphaChannel() const throw()			{ return getFormat() != RGB; }

	/** Clears a section of the image with a given colour.

		This won't do any alpha-blending - it just sets all pixels in the image to
		the given colour (which may be non-opaque if the image has an alpha channel).
	*/
	void clear (const Rectangle<int>& area, const Colour& colourToClearTo = Colour (0x00000000));

	/** Returns a rescaled version of this image.

		A new image is returned which is a copy of this one, rescaled to the given size.

		Note that if the new size is identical to the existing image, this will just return
		a reference to the original image, and won't actually create a duplicate.
	*/
	const Image rescaled (int newWidth, int newHeight,
						  Graphics::ResamplingQuality quality = Graphics::mediumResamplingQuality) const;

	/** Returns a version of this image with a different image format.

		A new image is returned which has been converted to the specified format.

		Note that if the new format is no different to the current one, this will just return
		a reference to the original image, and won't actually create a copy.
	*/
	const Image convertedToFormat (PixelFormat newFormat) const;

	/** Makes sure that no other Image objects share the same underlying data as this one.

		If no other Image objects refer to the same shared data as this one, this method has no
		effect. But if there are other references to the data, this will create a new copy of
		the data internally.

		Call this if you want to draw onto the image, but want to make sure that this doesn't
		affect any other code that may be sharing the same data.

		@see getReferenceCount
	*/
	void duplicateIfShared();

	/** Returns an image which refers to a subsection of this image.

		This will not make a copy of the original - the new image will keep a reference to it, so that
		if the original image is changed, the contents of the subsection will also change. Likewise if you
		draw into the subimage, you'll also be drawing onto that area of the original image. Note that if
		you use operator= to make the original Image object refer to something else, the subsection image
		won't pick up this change, it'll remain pointing at the original.

		The area passed-in will be clipped to the bounds of this image, so this may return a smaller
		image than the area you asked for, or even a null image if the area was out-of-bounds.
	*/
	const Image getClippedImage (const Rectangle<int>& area) const;

	/** Returns the colour of one of the pixels in the image.

		If the co-ordinates given are beyond the image's boundaries, this will
		return Colours::transparentBlack.

		@see setPixelAt, Image::BitmapData::getPixelColour
	*/
	const Colour getPixelAt (int x, int y) const;

	/** Sets the colour of one of the image's pixels.

		If the co-ordinates are beyond the image's boundaries, then nothing will happen.

		Note that this won't do any alpha-blending, it'll just replace the existing pixel
		with the given one. The colour's opacity will be ignored if this image doesn't have
		an alpha-channel.

		@see getPixelAt, Image::BitmapData::setPixelColour
	*/
	void setPixelAt (int x, int y, const Colour& colour);

	/** Changes the opacity of a pixel.

		This only has an effect if the image has an alpha channel and if the
		given co-ordinates are inside the image's boundary.

		The multiplier must be in the range 0 to 1.0, and the current alpha
		at the given co-ordinates will be multiplied by this value.

		@see setPixelAt
	*/
	void multiplyAlphaAt (int x, int y, float multiplier);

	/** Changes the overall opacity of the image.

		This will multiply the alpha value of each pixel in the image by the given
		amount (limiting the resulting alpha values between 0 and 255). This allows
		you to make an image more or less transparent.

		If the image doesn't have an alpha channel, this won't have any effect.
	*/
	void multiplyAllAlphas (float amountToMultiplyBy);

	/** Changes all the colours to be shades of grey, based on their current luminosity.
	*/
	void desaturate();

	/** Retrieves a section of an image as raw pixel data, so it can be read or written to.

		You should only use this class as a last resort - messing about with the internals of
		an image is only recommended for people who really know what they're doing!

		A BitmapData object should be used as a temporary, stack-based object. Don't keep one
		hanging around while the image is being used elsewhere.

		Depending on the way the image class is implemented, this may create a temporary buffer
		which is copied back to the image when the object is deleted, or it may just get a pointer
		directly into the image's raw data.

		You can use the stride and data values in this class directly, but don't alter them!
		The actual format of the pixel data depends on the image's format - see Image::getFormat(),
		and the PixelRGB, PixelARGB and PixelAlpha classes for more info.
	*/
	class BitmapData
	{
	public:
		BitmapData (Image& image, int x, int y, int w, int h, bool needsToBeWritable);
		BitmapData (const Image& image, int x, int y, int w, int h);
		BitmapData (const Image& image, bool needsToBeWritable);
		~BitmapData();

		/** Returns a pointer to the start of a line in the image.
			The co-ordinate you provide here isn't checked, so it's the caller's responsibility to make
			sure it's not out-of-range.
		*/
		inline uint8* getLinePointer (int y) const throw()		  { return data + y * lineStride; }

		/** Returns a pointer to a pixel in the image.
			The co-ordinates you give here are not checked, so it's the caller's responsibility to make sure they're
			not out-of-range.
		*/
		inline uint8* getPixelPointer (int x, int y) const throw()	  { return data + y * lineStride + x * pixelStride; }

		/** Returns the colour of a given pixel.
			For performance reasons, this won't do any bounds-checking on the coordinates, so it's the caller's
			repsonsibility to make sure they're within the image's size.
		*/
		const Colour getPixelColour (int x, int y) const throw();

		/** Sets the colour of a given pixel.
			For performance reasons, this won't do any bounds-checking on the coordinates, so it's the caller's
			repsonsibility to make sure they're within the image's size.
		*/
		void setPixelColour (int x, int y, const Colour& colour) const throw();

		uint8* data;
		const PixelFormat pixelFormat;
		int lineStride, pixelStride, width, height;

	private:
		BitmapData (const BitmapData&);
		BitmapData& operator= (const BitmapData&);
	};

	/** Copies some pixel values to a rectangle of the image.

		The format of the pixel data must match that of the image itself, and the
		rectangle supplied must be within the image's bounds.
	*/
	void setPixelData (int destX, int destY, int destW, int destH,
					   const uint8* sourcePixelData, int sourceLineStride);

	/** Copies a section of the image to somewhere else within itself. */
	void moveImageSection (int destX, int destY,
						   int sourceX, int sourceY,
						   int width, int height);

	/** Creates a RectangleList containing rectangles for all non-transparent pixels
		of the image.

		@param result	   the list that will have the area added to it
		@param alphaThreshold   for a semi-transparent image, any pixels whose alpha is
								above this level will be considered opaque
	*/
	void createSolidAreaMask (RectangleList& result,
							  float alphaThreshold = 0.5f) const;

	/** Returns a NamedValueSet that is attached to the image and which can be used for
		associating custom values with it.

		If this is a null image, this will return a null pointer.
	*/
	NamedValueSet* getProperties() const;

	/** Creates a context suitable for drawing onto this image.
		Don't call this method directly! It's used internally by the Graphics class.
	*/
	LowLevelGraphicsContext* createLowLevelContext() const;

	/** Returns the number of Image objects which are currently referring to the same internal
		shared image data.

		@see duplicateIfShared
	*/
	int getReferenceCount() const throw()		   { return image == 0 ? 0 : image->getReferenceCount(); }

	/** This is a base class for task-specific types of image.

		Don't use this class directly! It's used internally by the Image class.
	*/
	class SharedImage  : public ReferenceCountedObject
	{
	public:
		SharedImage (PixelFormat format, int width, int height);
		~SharedImage();

		virtual LowLevelGraphicsContext* createLowLevelContext() = 0;
		virtual SharedImage* clone() = 0;
		virtual ImageType getType() const = 0;

		static SharedImage* createNativeImage (PixelFormat format, int width, int height, bool clearImage);
		static SharedImage* createSoftwareImage (PixelFormat format, int width, int height, bool clearImage);

		const PixelFormat getPixelFormat() const throw()	{ return format; }
		int getWidth() const throw()			{ return width; }
		int getHeight() const throw()			   { return height; }
		int getPixelStride() const throw()		  { return pixelStride; }
		int getLineStride() const throw()		   { return lineStride; }
		uint8* getPixelData (int x, int y) const throw();

	protected:
		friend class Image;
		friend class Image::BitmapData;
		const PixelFormat format;
		const int width, height;
		int pixelStride, lineStride;
		uint8* imageData;
		NamedValueSet userData;

		SharedImage (const SharedImage&);
		SharedImage& operator= (const SharedImage&);
	};

	/** @internal */
	SharedImage* getSharedImage() const throw()	 { return image; }
	/** @internal */
	explicit Image (SharedImage* instance);

	juce_UseDebuggingNewOperator

private:
	ReferenceCountedObjectPtr<SharedImage> image;
};

#endif   // __JUCE_IMAGE_JUCEHEADER__
/*** End of inlined file: juce_Image.h ***/


/*** Start of inlined file: juce_RectangleList.h ***/
#ifndef __JUCE_RECTANGLELIST_JUCEHEADER__
#define __JUCE_RECTANGLELIST_JUCEHEADER__

/**
	Maintains a set of rectangles as a complex region.

	This class allows a set of rectangles to be treated as a solid shape, and can
	add and remove rectangular sections of it, and simplify overlapping or
	adjacent rectangles.

	@see Rectangle
*/
class JUCE_API  RectangleList
{
public:

	/** Creates an empty RectangleList */
	RectangleList() throw();

	/** Creates a copy of another list */
	RectangleList (const RectangleList& other);

	/** Creates a list containing just one rectangle. */
	RectangleList (const Rectangle<int>& rect);

	/** Copies this list from another one. */
	RectangleList& operator= (const RectangleList& other);

	/** Destructor. */
	~RectangleList();

	/** Returns true if the region is empty. */
	bool isEmpty() const throw();

	/** Returns the number of rectangles in the list. */
	int getNumRectangles() const throw()			{ return rects.size(); }

	/** Returns one of the rectangles at a particular index.

		@returns	the rectangle at the index, or an empty rectangle if the
					index is out-of-range.
	*/
	const Rectangle<int> getRectangle (int index) const throw();

	/** Removes all rectangles to leave an empty region. */
	void clear();

	/** Merges a new rectangle into the list.

		The rectangle being added will first be clipped to remove any parts of it
		that overlap existing rectangles in the list.
	*/
	void add (int x, int y, int width, int height);

	/** Merges a new rectangle into the list.

		The rectangle being added will first be clipped to remove any parts of it
		that overlap existing rectangles in the list, and adjacent rectangles will be
		merged into it.
	*/
	void add (const Rectangle<int>& rect);

	/** Dumbly adds a rectangle to the list without checking for overlaps.

		This simply adds the rectangle to the end, it doesn't merge it or remove
		any overlapping bits.
	*/
	void addWithoutMerging (const Rectangle<int>& rect);

	/** Merges another rectangle list into this one.

		Any overlaps between the two lists will be clipped, so that the result is
		the union of both lists.
	*/
	void add (const RectangleList& other);

	/** Removes a rectangular region from the list.

		Any rectangles in the list which overlap this will be clipped and subdivided
		if necessary.
	*/
	void subtract (const Rectangle<int>& rect);

	/** Removes all areas in another RectangleList from this one.

		Any rectangles in the list which overlap this will be clipped and subdivided
		if necessary.

		@returns true if the resulting list is non-empty.
	*/
	bool subtract (const RectangleList& otherList);

	/** Removes any areas of the region that lie outside a given rectangle.

		Any rectangles in the list which overlap this will be clipped and subdivided
		if necessary.

		Returns true if the resulting region is not empty, false if it is empty.

		@see getIntersectionWith
	*/
	bool clipTo (const Rectangle<int>& rect);

	/** Removes any areas of the region that lie outside a given rectangle list.

		Any rectangles in this object which overlap the specified list will be clipped
		and subdivided if necessary.

		Returns true if the resulting region is not empty, false if it is empty.

		@see getIntersectionWith
	*/
	bool clipTo (const RectangleList& other);

	/** Creates a region which is the result of clipping this one to a given rectangle.

		Unlike the other clipTo method, this one doesn't affect this object - it puts the
		resulting region into the list whose reference is passed-in.

		Returns true if the resulting region is not empty, false if it is empty.

		@see clipTo
	*/
	bool getIntersectionWith (const Rectangle<int>& rect, RectangleList& destRegion) const;

	/** Swaps the contents of this and another list.

		This swaps their internal pointers, so is hugely faster than using copy-by-value
		to swap them.
	*/
	void swapWith (RectangleList& otherList) throw();

	/** Checks whether the region contains a given point.

		@returns true if the point lies within one of the rectangles in the list
	*/
	bool containsPoint (int x, int y) const throw();

	/** Checks whether the region contains the whole of a given rectangle.

		@returns	true all parts of the rectangle passed in lie within the region
					defined by this object
		@see intersectsRectangle, containsPoint
	*/
	bool containsRectangle (const Rectangle<int>& rectangleToCheck) const;

	/** Checks whether the region contains any part of a given rectangle.

		@returns	true if any part of the rectangle passed in lies within the region
					defined by this object
		@see containsRectangle
	*/
	bool intersectsRectangle (const Rectangle<int>& rectangleToCheck) const throw();

	/** Checks whether this region intersects any part of another one.

		@see intersectsRectangle
	*/
	bool intersects (const RectangleList& other) const throw();

	/** Returns the smallest rectangle that can enclose the whole of this region. */
	const Rectangle<int> getBounds() const throw();

	/** Optimises the list into a minimum number of constituent rectangles.

		This will try to combine any adjacent rectangles into larger ones where
		possible, to simplify lists that might have been fragmented by repeated
		add/subtract calls.
	*/
	void consolidate();

	/** Adds an x and y value to all the co-ordinates. */
	void offsetAll (int dx, int dy) throw();

	/** Creates a Path object to represent this region. */
	const Path toPath() const;

	/** An iterator for accessing all the rectangles in a RectangleList. */
	class Iterator
	{
	public:

		Iterator (const RectangleList& list) throw();
		~Iterator();

		/** Advances to the next rectangle, and returns true if it's not finished.

			Call this before using getRectangle() to find the rectangle that was returned.
		*/
		bool next() throw();

		/** Returns the current rectangle. */
		const Rectangle<int>* getRectangle() const throw()	   { return current; }

		juce_UseDebuggingNewOperator

	private:
		const Rectangle<int>* current;
		const RectangleList& owner;
		int index;

		Iterator (const Iterator&);
		Iterator& operator= (const Iterator&);
	};

	juce_UseDebuggingNewOperator

private:
	friend class Iterator;
	Array <Rectangle<int> > rects;
};

#endif   // __JUCE_RECTANGLELIST_JUCEHEADER__
/*** End of inlined file: juce_RectangleList.h ***/


/*** Start of inlined file: juce_BorderSize.h ***/
#ifndef __JUCE_BORDERSIZE_JUCEHEADER__
#define __JUCE_BORDERSIZE_JUCEHEADER__

/**
	Specifies a set of gaps to be left around the sides of a rectangle.

	This is basically the size of the spaces at the top, bottom, left and right of
	a rectangle. It's used by various component classes to specify borders.

	@see Rectangle
*/
class JUCE_API  BorderSize
{
public:

	/** Creates a null border.

		All sizes are left as 0.
	*/
	BorderSize() throw();

	/** Creates a copy of another border. */
	BorderSize (const BorderSize& other) throw();

	/** Creates a border with the given gaps. */
	BorderSize (int topGap,
				int leftGap,
				int bottomGap,
				int rightGap) throw();

	/** Creates a border with the given gap on all sides. */
	explicit BorderSize (int allGaps) throw();

	/** Destructor. */
	~BorderSize() throw();

	/** Returns the gap that should be left at the top of the region. */
	int getTop() const throw()			  { return top; }

	/** Returns the gap that should be left at the top of the region. */
	int getLeft() const throw()			 { return left; }

	/** Returns the gap that should be left at the top of the region. */
	int getBottom() const throw()			   { return bottom; }

	/** Returns the gap that should be left at the top of the region. */
	int getRight() const throw()			{ return right; }

	/** Returns the sum of the top and bottom gaps. */
	int getTopAndBottom() const throw()		 { return top + bottom; }

	/** Returns the sum of the left and right gaps. */
	int getLeftAndRight() const throw()		 { return left + right; }

	/** Returns true if this border has no thickness along any edge. */
	bool isEmpty() const throw()			{ return left + right + top + bottom == 0; }

	/** Changes the top gap. */
	void setTop (int newTopGap) throw();

	/** Changes the left gap. */
	void setLeft (int newLeftGap) throw();

	/** Changes the bottom gap. */
	void setBottom (int newBottomGap) throw();

	/** Changes the right gap. */
	void setRight (int newRightGap) throw();

	/** Returns a rectangle with these borders removed from it. */
	const Rectangle<int> subtractedFrom (const Rectangle<int>& original) const throw();

	/** Removes this border from a given rectangle. */
	void subtractFrom (Rectangle<int>& rectangle) const throw();

	/** Returns a rectangle with these borders added around it. */
	const Rectangle<int> addedTo (const Rectangle<int>& original) const throw();

	/** Adds this border around a given rectangle. */
	void addTo (Rectangle<int>& original) const throw();

	bool operator== (const BorderSize& other) const throw();
	bool operator!= (const BorderSize& other) const throw();

	juce_UseDebuggingNewOperator

private:
	int top, left, bottom, right;
};

#endif   // __JUCE_BORDERSIZE_JUCEHEADER__
/*** End of inlined file: juce_BorderSize.h ***/


/*** Start of inlined file: juce_ModalComponentManager.h ***/
#ifndef __JUCE_MODALCOMPONENTMANAGER_JUCEHEADER__
#define __JUCE_MODALCOMPONENTMANAGER_JUCEHEADER__


/*** Start of inlined file: juce_DeletedAtShutdown.h ***/
#ifndef __JUCE_DELETEDATSHUTDOWN_JUCEHEADER__
#define __JUCE_DELETEDATSHUTDOWN_JUCEHEADER__

/**
	Classes derived from this will be automatically deleted when the application exits.

	After JUCEApplication::shutdown() has been called, any objects derived from
	DeletedAtShutdown which are still in existence will be deleted in the reverse
	order to that in which they were created.

	So if you've got a singleton and don't want to have to explicitly delete it, just
	inherit from this and it'll be taken care of.
*/
class JUCE_API  DeletedAtShutdown
{
protected:
	/** Creates a DeletedAtShutdown object. */
	DeletedAtShutdown();

	/** Destructor.

		It's ok to delete these objects explicitly - it's only the ones left
		dangling at the end that will be deleted automatically.
	*/
	virtual ~DeletedAtShutdown();

public:
	/** Deletes all extant objects.

		This shouldn't be used by applications, as it's called automatically
		in the shutdown code of the JUCEApplication class.
	*/
	static void deleteAll();

private:
	DeletedAtShutdown (const DeletedAtShutdown&);
	DeletedAtShutdown& operator= (const DeletedAtShutdown&);

	static CriticalSection& getLock();
	static Array <DeletedAtShutdown*>& getObjects();
};

#endif   // __JUCE_DELETEDATSHUTDOWN_JUCEHEADER__
/*** End of inlined file: juce_DeletedAtShutdown.h ***/

/**
	Manages the system's stack of modal components.

	Normally you'll just use the Component methods to invoke modal states in components,
	and won't have to deal with this class directly, but this is the singleton object that's
	used internally to manage the stack.

	@see Component::enterModalState, Component::exitModalState, Component::isCurrentlyModal,
		 Component::getCurrentlyModalComponent, Component::isCurrentlyBlockedByAnotherModalComponent
*/
class JUCE_API  ModalComponentManager   : public AsyncUpdater,
										  public DeletedAtShutdown
{
public:

	/** Receives callbacks when a modal component is dismissed.

		You can register a callback using Component::enterModalState() or
		ModalComponentManager::attachCallback().
	*/
	class Callback
	{
	public:
		/** */
		Callback() {}

		/** Destructor. */
		virtual ~Callback() {}

		/** Called to indicate that a modal component has been dismissed.

			You can register a callback using Component::enterModalState() or
			ModalComponentManager::attachCallback().

			The returnValue parameter is the value that was passed to Component::exitModalState()
			when the component was dismissed.

			The callback object will be deleted shortly after this method is called.
		*/
		virtual void modalStateFinished (int returnValue) = 0;
	};

	/** Returns the number of components currently being shown modally.
		@see getModalComponent
	*/
	int getNumModalComponents() const;

	/** Returns one of the components being shown modally.
		An index of 0 is the most recently-shown, topmost component.
	*/
	Component* getModalComponent (int index) const;

	/** Returns true if the specified component is in a modal state. */
	bool isModal (Component* component) const;

	/** Returns true if the specified component is currently the topmost modal component. */
	bool isFrontModalComponent (Component* component) const;

	/** Adds a new callback that will be called when the specified modal component is dismissed.

		If the component is modal, then when it is dismissed, either by being hidden, or by calling
		Component::exitModalState(), then the Callback::modalStateFinished() method will be
		called.

		Each component can have any number of callbacks associated with it, and this one is added
		to that list.

		The object that is passed in will be deleted by the manager when it's no longer needed. If
		the given component is not currently modal, the callback object is deleted immediately and
		no action is taken.
	*/
	void attachCallback (Component* component, Callback* callback);

	/** Brings any modal components to the front. */
	void bringModalComponentsToFront();

	/** Runs the event loop until the currently topmost modal component is dismissed, and
		returns the exit code for that component.
	*/
	int runEventLoopForCurrentComponent();

	juce_DeclareSingleton_SingleThreaded_Minimal (ModalComponentManager);

protected:
	/** Creates a ModalComponentManager.
		You shouldn't ever call the constructor - it's a singleton, so use ModalComponentManager::getInstance()
	*/
	ModalComponentManager();

	/** Destructor. */
	~ModalComponentManager();

	/** @internal */
	void handleAsyncUpdate();

private:
	class ModalItem;
	class ReturnValueRetriever;

	friend class Component;
	friend class OwnedArray <ModalItem>;
	OwnedArray <ModalItem> stack;

	void startModal (Component* component, Callback* callback);
	void endModal (Component* component, int returnValue);
	void endModal (Component* component);

	ModalComponentManager (const ModalComponentManager&);
	ModalComponentManager& operator= (const ModalComponentManager&);
};

#endif   // __JUCE_MODALCOMPONENTMANAGER_JUCEHEADER__
/*** End of inlined file: juce_ModalComponentManager.h ***/

class LookAndFeel;
class MouseInputSource;
class MouseInputSourceInternal;
class ComponentPeer;

/**
	The base class for all JUCE user-interface objects.

*/
class JUCE_API  Component  : public MouseListener
{
public:

	/** Creates a component.

		To get it to actually appear, you'll also need to:
		- Either add it to a parent component or use the addToDesktop() method to
		  make it a desktop window
		- Set its size and position to something sensible
		- Use setVisible() to make it visible

		And for it to serve any useful purpose, you'll need to write a
		subclass of Component or use one of the other types of component from
		the library.
	*/
	Component();

	/** Destructor.

		Note that when a component is deleted, any child components it contains are NOT
		automatically deleted. It's your responsibilty to manage their lifespan - you
		may want to use helper methods like deleteAllChildren(), or less haphazard
		approaches like using ScopedPointers or normal object aggregation to manage them.

		If the component being deleted is currently the child of another one, then during
		deletion, it will be removed from its parent, and the parent will receive a childrenChanged()
		callback. Any ComponentListener objects that have registered with it will also have their
		ComponentListener::componentBeingDeleted() methods called.
	*/
	virtual ~Component();

	/** Creates a component, setting its name at the same time.

		@see getName, setName
	*/
	explicit Component (const String& componentName);

	/** Returns the name of this component.

		@see setName
	*/
	const String& getName() const throw()		   { return componentName_; }

	/** Sets the name of this component.

		When the name changes, all registered ComponentListeners will receive a
		ComponentListener::componentNameChanged() callback.

		@see getName
	*/
	virtual void setName (const String& newName);

	/** Makes the component visible or invisible.

		This method will show or hide the component.
		Note that components default to being non-visible when first created.
		Also note that visible components won't be seen unless all their parent components
		are also visible.

		This method will call visibilityChanged() and also componentVisibilityChanged()
		for any component listeners that are interested in this component.

		@param shouldBeVisible  whether to show or hide the component
		@see isVisible, isShowing, visibilityChanged, ComponentListener::componentVisibilityChanged
	*/
	virtual void setVisible (bool shouldBeVisible);

	/** Tests whether the component is visible or not.

		this doesn't necessarily tell you whether this comp is actually on the screen
		because this depends on whether all the parent components are also visible - use
		isShowing() to find this out.

		@see isShowing, setVisible
	*/
	bool isVisible() const throw()			  { return flags.visibleFlag; }

	/** Called when this component's visiblility changes.

		@see setVisible, isVisible
	*/
	virtual void visibilityChanged();

	/** Tests whether this component and all its parents are visible.

		@returns	true only if this component and all its parents are visible.
		@see isVisible
	*/
	bool isShowing() const;

	/** Makes this component appear as a window on the desktop.

		Note that before calling this, you should make sure that the component's opacity is
		set correctly using setOpaque(). If the component is non-opaque, the windowing
		system will try to create a special transparent window for it, which will generally take
		a lot more CPU to operate (and might not even be possible on some platforms).

		If the component is inside a parent component at the time this method is called, it
		will be first be removed from that parent. Likewise if a component on the desktop
		is subsequently added to another component, it'll be removed from the desktop.

		@param windowStyleFlags		 a combination of the flags specified in the
											ComponentPeer::StyleFlags enum, which define the
											window's characteristics.
		@param nativeWindowToAttachTo	   this allows an OS object to be passed-in as the window
											in which the juce component should place itself. On Windows,
											this would be a HWND, a HIViewRef on the Mac. Not necessarily
											supported on all platforms, and best left as 0 unless you know
											what you're doing
		@see removeFromDesktop, isOnDesktop, userTriedToCloseWindow,
			 getPeer, ComponentPeer::setMinimised, ComponentPeer::StyleFlags,
			 ComponentPeer::getStyleFlags, ComponentPeer::setFullScreen
	*/
	virtual void addToDesktop (int windowStyleFlags,
							   void* nativeWindowToAttachTo = 0);

	/** If the component is currently showing on the desktop, this will hide it.

		You can also use setVisible() to hide a desktop window temporarily, but
		removeFromDesktop() will free any system resources that are being used up.

		@see addToDesktop, isOnDesktop
	*/
	void removeFromDesktop();

	/** Returns true if this component is currently showing on the desktop.

		@see addToDesktop, removeFromDesktop
	*/
	bool isOnDesktop() const throw();

	/** Returns the heavyweight window that contains this component.

		If this component is itself on the desktop, this will return the window
		object that it is using. Otherwise, it will return the window of
		its top-level parent component.

		This may return 0 if there isn't a desktop component.

		@see addToDesktop, isOnDesktop
	*/
	ComponentPeer* getPeer() const;

	/** For components on the desktop, this is called if the system wants to close the window.

		This is a signal that either the user or the system wants the window to close. The
		default implementation of this method will trigger an assertion to warn you that your
		component should do something about it, but you can override this to ignore the event
		if you want.
	*/
	virtual void userTriedToCloseWindow();

	/** Called for a desktop component which has just been minimised or un-minimised.

		This will only be called for components on the desktop.

		@see getPeer, ComponentPeer::setMinimised, ComponentPeer::isMinimised
	*/
	virtual void minimisationStateChanged (bool isNowMinimised);

	/** Brings the component to the front of its siblings.

		If some of the component's siblings have had their 'always-on-top' flag set,
		then they will still be kept in front of this one (unless of course this
		one is also 'always-on-top').

		@param shouldAlsoGainFocus  if true, this will also try to assign keyboard focus
									to the component (see grabKeyboardFocus() for more details)
		@see toBack, toBehind, setAlwaysOnTop
	*/
	void toFront (bool shouldAlsoGainFocus);

	/** Changes this component's z-order to be at the back of all its siblings.

		If the component is set to be 'always-on-top', it will only be moved to the
		back of the other other 'always-on-top' components.

		@see toFront, toBehind, setAlwaysOnTop
	*/
	void toBack();

	/** Changes this component's z-order so that it's just behind another component.

		@see toFront, toBack
	*/
	void toBehind (Component* other);

	/** Sets whether the component should always be kept at the front of its siblings.

		@see isAlwaysOnTop
	*/
	void setAlwaysOnTop (bool shouldStayOnTop);

	/** Returns true if this component is set to always stay in front of its siblings.

		@see setAlwaysOnTop
	*/
	bool isAlwaysOnTop() const throw();

	/** Returns the x co-ordinate of the component's left edge.
		This is a distance in pixels from the left edge of the component's parent.
		@see getScreenX
	*/
	inline int getX() const throw()			 { return bounds_.getX(); }

	/** Returns the y co-ordinate of the top of this component.
		This is a distance in pixels from the top edge of the component's parent.
		@see getScreenY
	*/
	inline int getY() const throw()			 { return bounds_.getY(); }

	/** Returns the component's width in pixels. */
	inline int getWidth() const throw()			 { return bounds_.getWidth(); }

	/** Returns the component's height in pixels. */
	inline int getHeight() const throw()			{ return bounds_.getHeight(); }

	/** Returns the x co-ordinate of the component's right-hand edge.
		This is a distance in pixels from the left edge of the component's parent.
	*/
	int getRight() const throw()				{ return bounds_.getRight(); }

	/** Returns the component's top-left position as a Point. */
	const Point<int> getPosition() const throw()		{ return bounds_.getPosition(); }

	/** Returns the y co-ordinate of the bottom edge of this component.
		This is a distance in pixels from the top edge of the component's parent.
	*/
	int getBottom() const throw()			   { return bounds_.getBottom(); }

	/** Returns this component's bounding box.
		The rectangle returned is relative to the top-left of the component's parent.
	*/
	const Rectangle<int>& getBounds() const throw()	 { return bounds_; }

	/** Returns the component's bounds, relative to its own origin.
		This is like getBounds(), but returns the rectangle in local co-ordinates, In practice, it'll
		return a rectangle with position (0, 0), and the same size as this component.
	*/
	const Rectangle<int> getLocalBounds() const throw();

	/** Returns the region of this component that's not obscured by other, opaque components.

		The RectangleList that is returned represents the area of this component
		which isn't covered by opaque child components.

		If includeSiblings is true, it will also take into account any siblings
		that may be overlapping the component.
	*/
	void getVisibleArea (RectangleList& result,
						 bool includeSiblings) const;

	/** Returns this component's x co-ordinate relative the the screen's top-left origin.
		@see getX, localPointToGlobal
	*/
	int getScreenX() const;

	/** Returns this component's y co-ordinate relative the the screen's top-left origin.
		@see getY, localPointToGlobal
	*/
	int getScreenY() const;

	/** Returns the position of this component's top-left corner relative to the screen's top-left.
		@see getScreenBounds
	*/
	const Point<int> getScreenPosition() const;

	/** Returns the bounds of this component, relative to the screen's top-left.
		@see getScreenPosition
	*/
	const Rectangle<int> getScreenBounds() const;

	/** Converts a point to be relative to this component's coordinate space.

		This takes a point relative to a different component, and returns its position relative to this
		component. If the sourceComponent parameter is null, the source point is assumed to be a global
		screen coordinate.
	*/
	const Point<int> getLocalPoint (const Component* sourceComponent,
									const Point<int>& pointRelativeToSourceComponent) const;

	/** Converts a rectangle to be relative to this component's coordinate space.

		This takes a rectangle that is relative to a different component, and returns its position relative
		to this component. If the sourceComponent parameter is null, the source rectangle is assumed to be
		a screen coordinate.
	*/
	const Rectangle<int> getLocalArea (const Component* sourceComponent,
									   const Rectangle<int>& areaRelativeToSourceComponent) const;

	/** Converts a point relative to this component's top-left into a screen coordinate.
		@see getLocalPoint, localAreaToGlobal
	*/
	const Point<int> localPointToGlobal (const Point<int>& localPoint) const;

	/** Converts a rectangle from this component's coordinate space to a screen coordinate.
		@see getLocalPoint, localPointToGlobal
	*/
	const Rectangle<int> localAreaToGlobal (const Rectangle<int>& localArea) const;

	/** Moves the component to a new position.

		Changes the component's top-left position (without changing its size).
		The position is relative to the top-left of the component's parent.

		If the component actually moves, this method will make a synchronous call to moved().

		@see setBounds, ComponentListener::componentMovedOrResized
	*/
	void setTopLeftPosition (int x, int y);

	/** Moves the component to a new position.

		Changes the position of the component's top-right corner (keeping it the same size).
		The position is relative to the top-left of the component's parent.

		If the component actually moves, this method will make a synchronous call to moved().
	*/
	void setTopRightPosition (int x, int y);

	/** Changes the size of the component.

		A synchronous call to resized() will be occur if the size actually changes.
	*/
	void setSize (int newWidth, int newHeight);

	/** Changes the component's position and size.

		The co-ordinates are relative to the top-left of the component's parent, or relative
		to the origin of the screen is the component is on the desktop.

		If this method changes the component's top-left position, it will make a synchronous
		call to moved(). If it changes the size, it will also make a call to resized().

		@see setTopLeftPosition, setSize, ComponentListener::componentMovedOrResized
	*/
	void setBounds (int x, int y, int width, int height);

	/** Changes the component's position and size.

		@see setBounds
	*/
	void setBounds (const Rectangle<int>& newBounds);

	/** Changes the component's position and size in terms of fractions of its parent's size.

		The values are factors of the parent's size, so for example
		setBoundsRelative (0.2f, 0.2f, 0.5f, 0.5f) would give it half the
		width and height of the parent, with its top-left position 20% of
		the way across and down the parent.
	*/
	void setBoundsRelative (float proportionalX, float proportionalY,
							float proportionalWidth, float proportionalHeight);

	/** Changes the component's position and size based on the amount of space to leave around it.

		This will position the component within its parent, leaving the specified number of
		pixels around each edge.
	*/
	void setBoundsInset (const BorderSize& borders);

	/** Positions the component within a given rectangle, keeping its proportions
		unchanged.

		If onlyReduceInSize is false, the component will be resized to fill as much of the
		rectangle as possible without changing its aspect ratio (the component's
		current size is used to determine its aspect ratio, so a zero-size component
		won't work here). If onlyReduceInSize is true, it will only be resized if it's
		too big to fit inside the rectangle.

		It will then be positioned within the rectangle according to the justification flags
		specified.
	*/
	void setBoundsToFit (int x, int y, int width, int height,
						 const Justification& justification,
						 bool onlyReduceInSize);

	/** Changes the position of the component's centre.

		Leaves the component's size unchanged, but sets the position of its centre
		relative to its parent's top-left.
	*/
	void setCentrePosition (int x, int y);

	/** Changes the position of the component's centre.

		Leaves the position unchanged, but positions its centre relative to its
		parent's size. E.g. setCentreRelative (0.5f, 0.5f) would place it centrally in
		its parent.
	*/
	void setCentreRelative (float x, float y);

	/** Changes the component's size and centres it within its parent.

		After changing the size, the component will be moved so that it's
		centred within its parent. If the component is on the desktop (or has no
		parent component), then it'll be centred within the main monitor area.
	*/
	void centreWithSize (int width, int height);

	/** Returns a proportion of the component's width.

		This is a handy equivalent of (getWidth() * proportion).
	*/
	int proportionOfWidth (float proportion) const throw();

	/** Returns a proportion of the component's height.

		This is a handy equivalent of (getHeight() * proportion).
	*/
	int proportionOfHeight (float proportion) const throw();

	/** Returns the width of the component's parent.

		If the component has no parent (i.e. if it's on the desktop), this will return
		the width of the screen.
	*/
	int getParentWidth() const throw();

	/** Returns the height of the component's parent.

		If the component has no parent (i.e. if it's on the desktop), this will return
		the height of the screen.
	*/
	int getParentHeight() const throw();

	/** Returns the screen co-ordinates of the monitor that contains this component.

		If there's only one monitor, this will return its size - if there are multiple
		monitors, it will return the area of the monitor that contains the component's
		centre.
	*/
	const Rectangle<int> getParentMonitorArea() const;

	/** Returns the number of child components that this component contains.

		@see getChildComponent, getIndexOfChildComponent
	*/
	int getNumChildComponents() const throw();

	/** Returns one of this component's child components, by it index.

		The component with index 0 is at the back of the z-order, the one at the
		front will have index (getNumChildComponents() - 1).

		If the index is out-of-range, this will return a null pointer.

		@see getNumChildComponents, getIndexOfChildComponent
	*/
	Component* getChildComponent (int index) const throw();

	/** Returns the index of this component in the list of child components.

		A value of 0 means it is first in the list (i.e. behind all other components). Higher
		values are further towards the front.

		Returns -1 if the component passed-in is not a child of this component.

		@see getNumChildComponents, getChildComponent, addChildComponent, toFront, toBack, toBehind
	*/
	int getIndexOfChildComponent (const Component* child) const throw();

	/** Adds a child component to this one.

		Adding a child component does not mean that the component will own or delete the child - it's
		your responsibility to delete the component. Note that it's safe to delete a component
		without first removing it from its parent - doing so will automatically remove it and
		send out the appropriate notifications before the deletion completes.

		If the child is already a child of this component, then no action will be taken, and its
		z-order will be left unchanged.

		@param child	the new component to add. If the component passed-in is already
						the child of another component, it'll first be removed from it current parent.
		@param zOrder   The index in the child-list at which this component should be inserted.
						A value of -1 will insert it in front of the others, 0 is the back.
		@see removeChildComponent, addAndMakeVisible, getChild, ComponentListener::componentChildrenChanged
	*/
	void addChildComponent (Component* child, int zOrder = -1);

	/** Adds a child component to this one, and also makes the child visible if it isn't.

		Quite a useful function, this is just the same as calling setVisible (true) on the child
		and then addChildComponent(). See addChildComponent() for more details.
	*/
	void addAndMakeVisible (Component* child, int zOrder = -1);

	/** Removes one of this component's child-components.

		If the child passed-in isn't actually a child of this component (either because
		it's invalid or is the child of a different parent), then no action is taken.

		Note that removing a child will not delete it! But it's ok to delete a component
		without first removing it - doing so will automatically remove it and send out the
		appropriate notifications before the deletion completes.

		@see addChildComponent, ComponentListener::componentChildrenChanged
	*/
	void removeChildComponent (Component* childToRemove);

	/** Removes one of this component's child-components by index.

		This will return a pointer to the component that was removed, or null if
		the index was out-of-range.

		Note that removing a child will not delete it! But it's ok to delete a component
		without first removing it - doing so will automatically remove it and send out the
		appropriate notifications before the deletion completes.

		@see addChildComponent, ComponentListener::componentChildrenChanged
	*/
	Component* removeChildComponent (int childIndexToRemove);

	/** Removes all this component's children.

		Note that this won't delete them! To do that, use deleteAllChildren() instead.
	*/
	void removeAllChildren();

	/** Removes all this component's children, and deletes them.

		@see removeAllChildren
	*/
	void deleteAllChildren();

	/** Returns the component which this component is inside.

		If this is the highest-level component or hasn't yet been added to
		a parent, this will return null.
	*/
	Component* getParentComponent() const throw()		   { return parentComponent_; }

	/** Searches the parent components for a component of a specified class.

		For example findParentComponentOfClass \<MyComp\>() would return the first parent
		component that can be dynamically cast to a MyComp, or will return 0 if none
		of the parents are suitable.

		N.B. The dummy parameter is needed to work around a VC6 compiler bug.
	*/
	template <class TargetClass>
	TargetClass* findParentComponentOfClass (TargetClass* const dummyParameter = 0) const
	{
		(void) dummyParameter;
		Component* p = parentComponent_;
		while (p != 0)
		{
			TargetClass* target = dynamic_cast <TargetClass*> (p);
			if (target != 0)
				return target;

			p = p->parentComponent_;
		}

		return 0;
	}

	/** Returns the highest-level component which contains this one or its parents.

		This will search upwards in the parent-hierarchy from this component, until it
		finds the highest one that doesn't have a parent (i.e. is on the desktop or
		not yet added to a parent), and will return that.
	*/
	Component* getTopLevelComponent() const throw();

	/** Checks whether a component is anywhere inside this component or its children.

		This will recursively check through this component's children to see if the
		given component is anywhere inside.
	*/
	bool isParentOf (const Component* possibleChild) const throw();

	/** Called to indicate that the component's parents have changed.

		When a component is added or removed from its parent, this method will
		be called on all of its children (recursively - so all children of its
		children will also be called as well).

		Subclasses can override this if they need to react to this in some way.

		@see getParentComponent, isShowing, ComponentListener::componentParentHierarchyChanged
	*/
	virtual void parentHierarchyChanged();

	/** Subclasses can use this callback to be told when children are added or removed.

		@see parentHierarchyChanged
	*/
	virtual void childrenChanged();

	/** Tests whether a given point inside the component.

		Overriding this method allows you to create components which only intercept
		mouse-clicks within a user-defined area.

		This is called to find out whether a particular x, y co-ordinate is
		considered to be inside the component or not, and is used by methods such
		as contains() and getComponentAt() to work out which component
		the mouse is clicked on.

		Components with custom shapes will probably want to override it to perform
		some more complex hit-testing.

		The default implementation of this method returns either true or false,
		depending on the value that was set by calling setInterceptsMouseClicks() (true
		is the default return value).

		Note that the hit-test region is not related to the opacity with which
		areas of a component are painted.

		Applications should never call hitTest() directly - instead use the
		contains() method, because this will also test for occlusion by the
		component's parent.

		Note that for components on the desktop, this method will be ignored, because it's
		not always possible to implement this behaviour on all platforms.

		@param x	the x co-ordinate to test, relative to the left hand edge of this
					component. This value is guaranteed to be greater than or equal to
					zero, and less than the component's width
		@param y	the y co-ordinate to test, relative to the top edge of this
					component. This value is guaranteed to be greater than or equal to
					zero, and less than the component's height
		@returns	true if the click is considered to be inside the component
		@see setInterceptsMouseClicks, contains
	*/
	virtual bool hitTest (int x, int y);

	/** Changes the default return value for the hitTest() method.

		Setting this to false is an easy way to make a component pass its mouse-clicks
		through to the components behind it.

		When a component is created, the default setting for this is true.

		@param allowClicksOnThisComponent   if true, hitTest() will always return true; if false, it will
											return false (or true for child components if allowClicksOnChildComponents
											is true)
		@param allowClicksOnChildComponents if this is true and allowClicksOnThisComponent is false, then child
											components can be clicked on as normal but clicks on this component pass
											straight through; if this is false and allowClicksOnThisComponent
											is false, then neither this component nor any child components can
											be clicked on
		@see hitTest, getInterceptsMouseClicks
	*/
	void setInterceptsMouseClicks (bool allowClicksOnThisComponent,
								   bool allowClicksOnChildComponents) throw();

	/** Retrieves the current state of the mouse-click interception flags.

		On return, the two parameters are set to the state used in the last call to
		setInterceptsMouseClicks().

		@see setInterceptsMouseClicks
	*/
	void getInterceptsMouseClicks (bool& allowsClicksOnThisComponent,
								   bool& allowsClicksOnChildComponents) const throw();

	/** Returns true if a given point lies within this component or one of its children.

		Never override this method! Use hitTest to create custom hit regions.

		@param point	the x co-ordinate to test, relative to this component's top-left.
		@returns	true if the point is within the component's hit-test area, but only if
					that part of the component isn't clipped by its parent component. Note
					that this won't take into account any overlapping sibling components
					which might be in the way - for that, see reallyContains()
		@see hitTest, reallyContains, getComponentAt
	*/
	bool contains (const Point<int>& point);

	/** Returns true if a given point lies in this component, taking any overlapping
		siblings into account.

		@param x	the x co-ordinate to test, relative to this component's left hand edge.
		@param y	the y co-ordinate to test, relative to this component's top edge.
		@param returnTrueIfWithinAChild	 if the point actually lies within a child of this
											component, this determines the value that will
											be returned.

		@see contains, getComponentAt
	*/
	bool reallyContains (int x, int y, bool returnTrueIfWithinAChild);

	/** Returns the component at a certain point within this one.

		@param x	the x co-ordinate to test, relative to this component's left hand edge.
		@param y	the y co-ordinate to test, relative to this component's top edge.
		@returns	the component that is at this position - which may be 0, this component,
					or one of its children. Note that overlapping siblings that might actually
					be in the way are not taken into account by this method - to account for these,
					instead call getComponentAt on the top-level parent of this component.
		@see hitTest, contains, reallyContains
	*/
	Component* getComponentAt (int x, int y);

	/** Returns the component at a certain point within this one.

		@param position  the co-ordinates to test, relative to this component's top-left.
		@returns	the component that is at this position - which may be 0, this component,
					or one of its children. Note that overlapping siblings that might actually
					be in the way are not taken into account by this method - to account for these,
					instead call getComponentAt on the top-level parent of this component.
		@see hitTest, contains, reallyContains
	*/
	Component* getComponentAt (const Point<int>& position);

	/** Marks the whole component as needing to be redrawn.

		Calling this will not do any repainting immediately, but will mark the component
		as 'dirty'. At some point in the near future the operating system will send a paint
		message, which will redraw all the dirty regions of all components.
		There's no guarantee about how soon after calling repaint() the redraw will actually
		happen, and other queued events may be delivered before a redraw is done.

		If the setBufferedToImage() method has been used to cause this component
		to use a buffer, the repaint() call will invalidate the component's buffer.

		To redraw just a subsection of the component rather than the whole thing,
		use the repaint (int, int, int, int) method.

		@see paint
	*/
	void repaint();

	/** Marks a subsection of this component as needing to be redrawn.

		Calling this will not do any repainting immediately, but will mark the given region
		of the component as 'dirty'. At some point in the near future the operating system
		will send a paint message, which will redraw all the dirty regions of all components.
		There's no guarantee about how soon after calling repaint() the redraw will actually
		happen, and other queued events may be delivered before a redraw is done.

		The region that is passed in will be clipped to keep it within the bounds of this
		component.

		@see repaint()
	*/
	void repaint (int x, int y, int width, int height);

	/** Marks a subsection of this component as needing to be redrawn.

		Calling this will not do any repainting immediately, but will mark the given region
		of the component as 'dirty'. At some point in the near future the operating system
		will send a paint message, which will redraw all the dirty regions of all components.
		There's no guarantee about how soon after calling repaint() the redraw will actually
		happen, and other queued events may be delivered before a redraw is done.

		The region that is passed in will be clipped to keep it within the bounds of this
		component.

		@see repaint()
	*/
	void repaint (const Rectangle<int>& area);

	/** Makes the component use an internal buffer to optimise its redrawing.

		Setting this flag to true will cause the component to allocate an
		internal buffer into which it paints itself, so that when asked to
		redraw itself, it can use this buffer rather than actually calling the
		paint() method.

		The buffer is kept until the repaint() method is called directly on
		this component (or until it is resized), when the image is invalidated
		and then redrawn the next time the component is painted.

		Note that only the drawing that happens within the component's paint()
		method is drawn into the buffer, it's child components are not buffered, and
		nor is the paintOverChildren() method.

		@see repaint, paint, createComponentSnapshot
	*/
	void setBufferedToImage (bool shouldBeBuffered);

	/** Generates a snapshot of part of this component.

		This will return a new Image, the size of the rectangle specified,
		containing a snapshot of the specified area of the component and all
		its children.

		The image may or may not have an alpha-channel, depending on whether the
		image is opaque or not.

		If the clipImageToComponentBounds parameter is true and the area is greater than
		the size of the component, it'll be clipped. If clipImageToComponentBounds is false
		then parts of the component beyond its bounds can be drawn.

		@see paintEntireComponent
	*/
	const Image createComponentSnapshot (const Rectangle<int>& areaToGrab,
										 bool clipImageToComponentBounds = true);

	/** Draws this component and all its subcomponents onto the specified graphics
		context.

		You should very rarely have to use this method, it's simply there in case you need
		to draw a component with a custom graphics context for some reason, e.g. for
		creating a snapshot of the component.

		It calls paint(), paintOverChildren() and recursively calls paintEntireComponent()
		on its children in order to render the entire tree.

		The graphics context may be left in an undefined state after this method returns,
		so you may need to reset it if you're going to use it again.

		If ignoreAlphaLevel is false, then the component will be drawn with the opacity level
		specified by getAlpha(); if ignoreAlphaLevel is true, then this will be ignored and
		an alpha of 1.0 will be used.
	*/
	void paintEntireComponent (Graphics& context, bool ignoreAlphaLevel);

	/** Adds an effect filter to alter the component's appearance.

		When a component has an effect filter set, then this is applied to the
		results of its paint() method. There are a few preset effects, such as
		a drop-shadow or glow, but they can be user-defined as well.

		The effect that is passed in will not be deleted by the component - the
		caller must take care of deleting it.

		To remove an effect from a component, pass a null pointer in as the parameter.

		@see ImageEffectFilter, DropShadowEffect, GlowEffect
	*/
	void setComponentEffect (ImageEffectFilter* newEffect);

	/** Returns the current component effect.

		@see setComponentEffect
	*/
	ImageEffectFilter* getComponentEffect() const throw()		   { return effect_; }

	/** Finds the appropriate look-and-feel to use for this component.

		If the component hasn't had a look-and-feel explicitly set, this will
		return the parent's look-and-feel, or just the default one if there's no
		parent.

		@see setLookAndFeel, lookAndFeelChanged
	*/
	LookAndFeel& getLookAndFeel() const throw();

	/** Sets the look and feel to use for this component.

		This will also change the look and feel for any child components that haven't
		had their look set explicitly.

		The object passed in will not be deleted by the component, so it's the caller's
		responsibility to manage it. It may be used at any time until this component
		has been deleted.

		Calling this method will also invoke the sendLookAndFeelChange() method.

		@see getLookAndFeel, lookAndFeelChanged
	*/
	void setLookAndFeel (LookAndFeel* newLookAndFeel);

	/** Called to let the component react to a change in the look-and-feel setting.

		When the look-and-feel is changed for a component, this will be called in
		all its child components, recursively.

		It can also be triggered manually by the sendLookAndFeelChange() method, in case
		an application uses a LookAndFeel class that might have changed internally.

		@see sendLookAndFeelChange, getLookAndFeel
	*/
	virtual void lookAndFeelChanged();

	/** Calls the lookAndFeelChanged() method in this component and all its children.

		This will recurse through the children and their children, calling lookAndFeelChanged()
		on them all.

		@see lookAndFeelChanged
	*/
	void sendLookAndFeelChange();

	/** Indicates whether any parts of the component might be transparent.

		Components that always paint all of their contents with solid colour and
		thus completely cover any components behind them should use this method
		to tell the repaint system that they are opaque.

		This information is used to optimise drawing, because it means that
		objects underneath opaque windows don't need to be painted.

		By default, components are considered transparent, unless this is used to
		make it otherwise.

		@see isOpaque, getVisibleArea
	*/
	void setOpaque (bool shouldBeOpaque);

	/** Returns true if no parts of this component are transparent.

		@returns the value that was set by setOpaque, (the default being false)
		@see setOpaque
	*/
	bool isOpaque() const throw();

	/** Indicates whether the component should be brought to the front when clicked.

		Setting this flag to true will cause the component to be brought to the front
		when the mouse is clicked somewhere inside it or its child components.

		Note that a top-level desktop window might still be brought to the front by the
		operating system when it's clicked, depending on how the OS works.

		By default this is set to false.

		@see setMouseClickGrabsKeyboardFocus
	*/
	void setBroughtToFrontOnMouseClick (bool shouldBeBroughtToFront) throw();

	/** Indicates whether the component should be brought to the front when clicked-on.

		@see setBroughtToFrontOnMouseClick
	*/
	bool isBroughtToFrontOnMouseClick() const throw();

	// Keyboard focus methods

	/** Sets a flag to indicate whether this component needs keyboard focus or not.

		By default components aren't actually interested in gaining the
		focus, but this method can be used to turn this on.

		See the grabKeyboardFocus() method for details about the way a component
		is chosen to receive the focus.

		@see grabKeyboardFocus, getWantsKeyboardFocus
	*/
	void setWantsKeyboardFocus (bool wantsFocus) throw();

	/** Returns true if the component is interested in getting keyboard focus.

		This returns the flag set by setWantsKeyboardFocus(). The default
		setting is false.

		@see setWantsKeyboardFocus
	*/
	bool getWantsKeyboardFocus() const throw();

	/** Chooses whether a click on this component automatically grabs the focus.

		By default this is set to true, but you might want a component which can
		be focused, but where you don't want the user to be able to affect it directly
		by clicking.
	*/
	void setMouseClickGrabsKeyboardFocus (bool shouldGrabFocus);

	/** Returns the last value set with setMouseClickGrabsKeyboardFocus().

		See setMouseClickGrabsKeyboardFocus() for more info.
	*/
	bool getMouseClickGrabsKeyboardFocus() const throw();

	/** Tries to give keyboard focus to this component.

		When the user clicks on a component or its grabKeyboardFocus()
		method is called, the following procedure is used to work out which
		component should get it:

		- if the component that was clicked on actually wants focus (as indicated
		  by calling getWantsKeyboardFocus), it gets it.
		- if the component itself doesn't want focus, it will try to pass it
		  on to whichever of its children is the default component, as determined by
		  KeyboardFocusTraverser::getDefaultComponent()
		- if none of its children want focus at all, it will pass it up to its
		  parent instead, unless it's a top-level component without a parent,
		  in which case it just takes the focus itself.

		@see setWantsKeyboardFocus, getWantsKeyboardFocus, hasKeyboardFocus,
			 getCurrentlyFocusedComponent, focusGained, focusLost,
			 keyPressed, keyStateChanged
	*/
	void grabKeyboardFocus();

	/** Returns true if this component currently has the keyboard focus.

		@param trueIfChildIsFocused	 if this is true, then the method returns true if
										either this component or any of its children (recursively)
										have the focus. If false, the method only returns true if
										this component has the focus.

		@see grabKeyboardFocus, setWantsKeyboardFocus, getCurrentlyFocusedComponent,
			 focusGained, focusLost
	*/
	bool hasKeyboardFocus (bool trueIfChildIsFocused) const;

	/** Returns the component that currently has the keyboard focus.

		@returns the focused component, or null if nothing is focused.
	*/
	static Component* JUCE_CALLTYPE getCurrentlyFocusedComponent() throw();

	/** Tries to move the keyboard focus to one of this component's siblings.

		This will try to move focus to either the next or previous component. (This
		is the method that is used when shifting focus by pressing the tab key).

		Components for which getWantsKeyboardFocus() returns false are not looked at.

		@param moveToNext   if true, the focus will move forwards; if false, it will
							move backwards
		@see grabKeyboardFocus, setFocusContainer, setWantsKeyboardFocus
	*/
	void moveKeyboardFocusToSibling (bool moveToNext);

	/** Creates a KeyboardFocusTraverser object to use to determine the logic by
		which focus should be passed from this component.

		The default implementation of this method will return a default
		KeyboardFocusTraverser if this component is a focus container (as determined
		by the setFocusContainer() method). If the component isn't a focus
		container, then it will recursively ask its parents for a KeyboardFocusTraverser.

		If you overrride this to return a custom KeyboardFocusTraverser, then
		this component and all its sub-components will use the new object to
		make their focusing decisions.

		The method should return a new object, which the caller is required to
		delete when no longer needed.
	*/
	virtual KeyboardFocusTraverser* createFocusTraverser();

	/** Returns the focus order of this component, if one has been specified.

		By default components don't have a focus order - in that case, this
		will return 0. Lower numbers indicate that the component will be
		earlier in the focus traversal order.

		To change the order, call setExplicitFocusOrder().

		The focus order may be used by the KeyboardFocusTraverser class as part of
		its algorithm for deciding the order in which components should be traversed.
		See the KeyboardFocusTraverser class for more details on this.

		@see moveKeyboardFocusToSibling, createFocusTraverser, KeyboardFocusTraverser
	*/
	int getExplicitFocusOrder() const;

	/** Sets the index used in determining the order in which focusable components
		should be traversed.

		A value of 0 or less is taken to mean that no explicit order is wanted, and
		that traversal should use other factors, like the component's position.

		@see getExplicitFocusOrder, moveKeyboardFocusToSibling
	*/
	void setExplicitFocusOrder (int newFocusOrderIndex);

	/** Indicates whether this component is a parent for components that can have
		their focus traversed.

		This flag is used by the default implementation of the createFocusTraverser()
		method, which uses the flag to find the first parent component (of the currently
		focused one) which wants to be a focus container.

		So using this method to set the flag to 'true' causes this component to
		act as the top level within which focus is passed around.

		@see isFocusContainer, createFocusTraverser, moveKeyboardFocusToSibling
	*/
	void setFocusContainer (bool shouldBeFocusContainer) throw();

	/** Returns true if this component has been marked as a focus container.

		See setFocusContainer() for more details.

		@see setFocusContainer, moveKeyboardFocusToSibling, createFocusTraverser
	*/
	bool isFocusContainer() const throw();

	/** Returns true if the component (and all its parents) are enabled.

		Components are enabled by default, and can be disabled with setEnabled(). Exactly
		what difference this makes to the component depends on the type. E.g. buttons
		and sliders will choose to draw themselves differently, etc.

		Note that if one of this component's parents is disabled, this will always
		return false, even if this component itself is enabled.

		@see setEnabled, enablementChanged
	*/
	bool isEnabled() const throw();

	/** Enables or disables this component.

		Disabling a component will also cause all of its child components to become
		disabled.

		Similarly, enabling a component which is inside a disabled parent
		component won't make any difference until the parent is re-enabled.

		@see isEnabled, enablementChanged
	*/
	void setEnabled (bool shouldBeEnabled);

	/** Callback to indicate that this component has been enabled or disabled.

		This can be triggered by one of the component's parent components
		being enabled or disabled, as well as changes to the component itself.

		The default implementation of this method does nothing; your class may
		wish to repaint itself or something when this happens.

		@see setEnabled, isEnabled
	*/
	virtual void enablementChanged();

	void setAlpha (float newAlpha);
	float getAlpha() const;

	/** Changes the mouse cursor shape to use when the mouse is over this component.

		Note that the cursor set by this method can be overridden by the getMouseCursor
		method.

		@see MouseCursor
	*/
	void setMouseCursor (const MouseCursor& cursorType);

	/** Returns the mouse cursor shape to use when the mouse is over this component.

		The default implementation will return the cursor that was set by setCursor()
		but can be overridden for more specialised purposes, e.g. returning different
		cursors depending on the mouse position.

		@see MouseCursor
	*/
	virtual const MouseCursor getMouseCursor();

	/** Forces the current mouse cursor to be updated.

		If you're overriding the getMouseCursor() method to control which cursor is
		displayed, then this will only be checked each time the user moves the mouse. So
		if you want to force the system to check that the cursor being displayed is
		up-to-date (even if the mouse is just sitting there), call this method.

		(If you're changing the cursor using setMouseCursor(), you don't need to bother
		calling this).
	*/
	void updateMouseCursor() const;

	/** Components can override this method to draw their content.

		The paint() method gets called when a region of a component needs redrawing,
		either because the component's repaint() method has been called, or because
		something has happened on the screen that means a section of a window needs
		to be redrawn.

		Any child components will draw themselves over whatever this method draws. If
		you need to paint over the top of your child components, you can also implement
		the paintOverChildren() method to do this.

		If you want to cause a component to redraw itself, this is done asynchronously -
		calling the repaint() method marks a region of the component as "dirty", and the
		paint() method will automatically be called sometime later, by the message thread,
		to paint any bits that need refreshing. In Juce (and almost all modern UI frameworks),
		you never redraw something synchronously.

		You should never need to call this method directly - to take a snapshot of the
		component you could use createComponentSnapshot() or paintEntireComponent().

		@param g	the graphics context that must be used to do the drawing operations.
		@see repaint, paintOverChildren, Graphics
	*/
	virtual void paint (Graphics& g);

	/** Components can override this method to draw over the top of their children.

		For most drawing operations, it's better to use the normal paint() method,
		but if you need to overlay something on top of the children, this can be
		used.

		@see paint, Graphics
	*/
	virtual void paintOverChildren (Graphics& g);

	/** Called when the mouse moves inside this component.

		If the mouse button isn't pressed and the mouse moves over a component,
		this will be called to let the component react to this.

		A component will always get a mouseEnter callback before a mouseMove.

		@param e	details about the position and status of the mouse event
		@see mouseEnter, mouseExit, mouseDrag, contains
	*/
	virtual void mouseMove	 (const MouseEvent& e);

	/** Called when the mouse first enters this component.

		If the mouse button isn't pressed and the mouse moves into a component,
		this will be called to let the component react to this.

		When the mouse button is pressed and held down while being moved in
		or out of a component, no mouseEnter or mouseExit callbacks are made - only
		mouseDrag messages are sent to the component that the mouse was originally
		clicked on, until the button is released.

		If you're writing a component that needs to repaint itself when the mouse
		enters and exits, it might be quicker to use the setRepaintsOnMouseActivity()
		method.

		@param e	details about the position and status of the mouse event
		@see mouseExit, mouseDrag, mouseMove, contains
	*/
	virtual void mouseEnter	(const MouseEvent& e);

	/** Called when the mouse moves out of this component.

		This will be called when the mouse moves off the edge of this
		component.

		If the mouse button was pressed, and it was then dragged off the
		edge of the component and released, then this callback will happen
		when the button is released, after the mouseUp callback.

		If you're writing a component that needs to repaint itself when the mouse
		enters and exits, it might be quicker to use the setRepaintsOnMouseActivity()
		method.

		@param e	details about the position and status of the mouse event
		@see mouseEnter, mouseDrag, mouseMove, contains
	*/
	virtual void mouseExit	 (const MouseEvent& e);

	/** Called when a mouse button is pressed while it's over this component.

		The MouseEvent object passed in contains lots of methods for finding out
		which button was pressed, as well as which modifier keys (e.g. shift, ctrl)
		were held down at the time.

		Once a button is held down, the mouseDrag method will be called when the
		mouse moves, until the button is released.

		@param e	details about the position and status of the mouse event
		@see mouseUp, mouseDrag, mouseDoubleClick, contains
	*/
	virtual void mouseDown	 (const MouseEvent& e);

	/** Called when the mouse is moved while a button is held down.

		When a mouse button is pressed inside a component, that component
		receives mouseDrag callbacks each time the mouse moves, even if the
		mouse strays outside the component's bounds.

		If you want to be able to drag things off the edge of a component
		and have the component scroll when you get to the edges, the
		beginDragAutoRepeat() method might be useful.

		@param e	details about the position and status of the mouse event
		@see mouseDown, mouseUp, mouseMove, contains, beginDragAutoRepeat
	*/
	virtual void mouseDrag	 (const MouseEvent& e);

	/** Called when a mouse button is released.

		A mouseUp callback is sent to the component in which a button was pressed
		even if the mouse is actually over a different component when the
		button is released.

		The MouseEvent object passed in contains lots of methods for finding out
		which buttons were down just before they were released.

		@param e	details about the position and status of the mouse event
		@see mouseDown, mouseDrag, mouseDoubleClick, contains
	*/
	virtual void mouseUp	   (const MouseEvent& e);

	/** Called when a mouse button has been double-clicked in this component.

		The MouseEvent object passed in contains lots of methods for finding out
		which button was pressed, as well as which modifier keys (e.g. shift, ctrl)
		were held down at the time.

		For altering the time limit used to detect double-clicks,
		see MouseEvent::setDoubleClickTimeout.

		@param e	details about the position and status of the mouse event
		@see mouseDown, mouseUp, MouseEvent::setDoubleClickTimeout,
			 MouseEvent::getDoubleClickTimeout
	*/
	virtual void mouseDoubleClick  (const MouseEvent& e);

	/** Called when the mouse-wheel is moved.

		This callback is sent to the component that the mouse is over when the
		wheel is moved.

		If not overridden, the component will forward this message to its parent, so
		that parent components can collect mouse-wheel messages that happen to
		child components which aren't interested in them.

		@param e		details about the position and status of the mouse event
		@param wheelIncrementX   the speed and direction of the horizontal scroll-wheel - a positive
								 value means the wheel has been pushed to the right, negative means it
								 was pushed to the left
		@param wheelIncrementY   the speed and direction of the vertical scroll-wheel - a positive
								 value means the wheel has been pushed upwards, negative means it
								 was pushed downwards
	*/
	virtual void mouseWheelMove	(const MouseEvent& e,
									float wheelIncrementX,
									float wheelIncrementY);

	/** Ensures that a non-stop stream of mouse-drag events will be sent during the
		next mouse-drag operation.

		This allows you to make sure that mouseDrag() events sent continuously, even
		when the mouse isn't moving. This can be useful for things like auto-scrolling
		components when the mouse is near an edge.

		Call this method during a mouseDown() or mouseDrag() callback, specifying the
		minimum interval between consecutive mouse drag callbacks. The callbacks
		will continue until the mouse is released, and then the interval will be reset,
		so you need to make sure it's called every time you begin a drag event. If it
		is called when the mouse isn't actually being pressed, it will apply to the next
		mouse-drag operation that happens.

		Passing an interval of 0 or less will cancel the auto-repeat.

		@see mouseDrag
	*/
	static void beginDragAutoRepeat (int millisecondIntervalBetweenCallbacks);

	/** Causes automatic repaints when the mouse enters or exits this component.

		If turned on, then when the mouse enters/exits, or when the button is pressed/released
		on the component, it will trigger a repaint.

		This is handy for things like buttons that need to draw themselves differently when
		the mouse moves over them, and it avoids having to override all the different mouse
		callbacks and call repaint().

		@see mouseEnter, mouseExit, mouseDown, mouseUp
	*/
	void setRepaintsOnMouseActivity (bool shouldRepaint) throw();

	/** Registers a listener to be told when mouse events occur in this component.

		If you need to get informed about mouse events in a component but can't or
		don't want to override its methods, you can attach any number of listeners
		to the component, and these will get told about the events in addition to
		the component's own callbacks being called.

		Note that a MouseListener can also be attached to more than one component.

		@param newListener				  the listener to register
		@param wantsEventsForAllNestedChildComponents   if true, the listener will receive callbacks
														for events that happen to any child component
														within this component, including deeply-nested
														child components. If false, it will only be
														told about events that this component handles.
		@see MouseListener, removeMouseListener
	*/
	void addMouseListener (MouseListener* newListener,
						   bool wantsEventsForAllNestedChildComponents);

	/** Deregisters a mouse listener.
		@see addMouseListener, MouseListener
	*/
	void removeMouseListener (MouseListener* listenerToRemove);

	/** Adds a listener that wants to hear about keypresses that this component receives.

		The listeners that are registered with a component are called by its keyPressed() or
		keyStateChanged() methods (assuming these haven't been overridden to do something else).

		If you add an object as a key listener, be careful to remove it when the object
		is deleted, or the component will be left with a dangling pointer.

		@see keyPressed, keyStateChanged, removeKeyListener
	*/
	void addKeyListener (KeyListener* newListener);

	/** Removes a previously-registered key listener.

		@see addKeyListener
	*/
	void removeKeyListener (KeyListener* listenerToRemove);

	/** Called when a key is pressed.

		When a key is pressed, the component that has the keyboard focus will have this
		method called. Remember that a component will only be given the focus if its
		setWantsKeyboardFocus() method has been used to enable this.

		If your implementation returns true, the event will be consumed and not passed
		on to any other listeners. If it returns false, the key will be passed to any
		KeyListeners that have been registered with this component. As soon as one of these
		returns true, the process will stop, but if they all return false, the event will
		be passed upwards to this component's parent, and so on.

		The default implementation of this method does nothing and returns false.

		@see keyStateChanged, getCurrentlyFocusedComponent, addKeyListener
	*/
	virtual bool keyPressed (const KeyPress& key);

	/** Called when a key is pressed or released.

		Whenever a key on the keyboard is pressed or released (including modifier keys
		like shift and ctrl), this method will be called on the component that currently
		has the keyboard focus. Remember that a component will only be given the focus if
		its setWantsKeyboardFocus() method has been used to enable this.

		If your implementation returns true, the event will be consumed and not passed
		on to any other listeners. If it returns false, then any KeyListeners that have
		been registered with this component will have their keyStateChanged methods called.
		As soon as one of these returns true, the process will stop, but if they all return
		false, the event will be passed upwards to this component's parent, and so on.

		The default implementation of this method does nothing and returns false.

		To find out which keys are up or down at any time, see the KeyPress::isKeyCurrentlyDown()
		method.

		@param isKeyDown	true if a key has been pressed; false if it has been released

		@see keyPressed, KeyPress, getCurrentlyFocusedComponent, addKeyListener
	*/
	virtual bool keyStateChanged (bool isKeyDown);

	/** Called when a modifier key is pressed or released.

		Whenever the shift, control, alt or command keys are pressed or released,
		this method will be called on the component that currently has the keyboard focus.
		Remember that a component will only be given the focus if its setWantsKeyboardFocus()
		method has been used to enable this.

		The default implementation of this method actually calls its parent's modifierKeysChanged
		method, so that focused components which aren't interested in this will give their
		parents a chance to act on the event instead.

		@see keyStateChanged, ModifierKeys
	*/
	virtual void modifierKeysChanged (const ModifierKeys& modifiers);

	/** Enumeration used by the focusChanged() and focusLost() methods. */
	enum FocusChangeType
	{
		focusChangedByMouseClick,   /**< Means that the user clicked the mouse to change focus. */
		focusChangedByTabKey,	   /**< Means that the user pressed the tab key to move the focus. */
		focusChangedDirectly	/**< Means that the focus was changed by a call to grabKeyboardFocus(). */
	};

	/** Called to indicate that this component has just acquired the keyboard focus.

		@see focusLost, setWantsKeyboardFocus, getCurrentlyFocusedComponent, hasKeyboardFocus
	*/
	virtual void focusGained (FocusChangeType cause);

	/** Called to indicate that this component has just lost the keyboard focus.

		@see focusGained, setWantsKeyboardFocus, getCurrentlyFocusedComponent, hasKeyboardFocus
	*/
	virtual void focusLost (FocusChangeType cause);

	/** Called to indicate that one of this component's children has been focused or unfocused.

		Essentially this means that the return value of a call to hasKeyboardFocus (true) has
		changed. It happens when focus moves from one of this component's children (at any depth)
		to a component that isn't contained in this one, (or vice-versa).

		@see focusGained, setWantsKeyboardFocus, getCurrentlyFocusedComponent, hasKeyboardFocus
	*/
	virtual void focusOfChildComponentChanged (FocusChangeType cause);

	/** Returns true if the mouse is currently over this component.

		If the mouse isn't over the component, this will return false, even if the
		mouse is currently being dragged - so you can use this in your mouseDrag
		method to find out whether it's really over the component or not.

		Note that when the mouse button is being held down, then the only component
		for which this method will return true is the one that was originally
		clicked on.

		@see isMouseButtonDown. isMouseOverOrDragging, mouseDrag
	*/
	bool isMouseOver() const throw();

	/** Returns true if the mouse button is currently held down in this component.

		Note that this is a test to see whether the mouse is being pressed in this
		component, so it'll return false if called on component A when the mouse
		is actually being dragged in component B.

		@see isMouseButtonDownAnywhere, isMouseOver, isMouseOverOrDragging
	*/
	bool isMouseButtonDown() const throw();

	/** True if the mouse is over this component, or if it's being dragged in this component.

		This is a handy equivalent to (isMouseOver() || isMouseButtonDown()).

		@see isMouseOver, isMouseButtonDown, isMouseButtonDownAnywhere
	*/
	bool isMouseOverOrDragging() const throw();

	/** Returns true if a mouse button is currently down.

		Unlike isMouseButtonDown, this will test the current state of the
		buttons without regard to which component (if any) it has been
		pressed in.

		@see isMouseButtonDown, ModifierKeys
	*/
	static bool JUCE_CALLTYPE isMouseButtonDownAnywhere() throw();

	/** Returns the mouse's current position, relative to this component.

		The co-ordinates are relative to the component's top-left corner.
	*/
	const Point<int> getMouseXYRelative() const;

	/** Called when this component's size has been changed.

		A component can implement this method to do things such as laying out its
		child components when its width or height changes.

		The method is called synchronously as a result of the setBounds or setSize
		methods, so repeatedly changing a components size will repeatedly call its
		resized method (unlike things like repainting, where multiple calls to repaint
		are coalesced together).

		If the component is a top-level window on the desktop, its size could also
		be changed by operating-system factors beyond the application's control.

		@see moved, setSize
	*/
	virtual void resized();

	/** Called when this component's position has been changed.

		This is called when the position relative to its parent changes, not when
		its absolute position on the screen changes (so it won't be called for
		all child components when a parent component is moved).

		The method is called synchronously as a result of the setBounds, setTopLeftPosition
		or any of the other repositioning methods, and like resized(), it will be
		called each time those methods are called.

		If the component is a top-level window on the desktop, its position could also
		be changed by operating-system factors beyond the application's control.

		@see resized, setBounds
	*/
	virtual void moved();

	/** Called when one of this component's children is moved or resized.

		If the parent wants to know about changes to its immediate children (not
		to children of its children), this is the method to override.

		@see moved, resized, parentSizeChanged
	*/
	virtual void childBoundsChanged (Component* child);

	/** Called when this component's immediate parent has been resized.

		If the component is a top-level window, this indicates that the screen size
		has changed.

		@see childBoundsChanged, moved, resized
	*/
	virtual void parentSizeChanged();

	/** Called when this component has been moved to the front of its siblings.

		The component may have been brought to the front by the toFront() method, or
		by the operating system if it's a top-level window.

		@see toFront
	*/
	virtual void broughtToFront();

	/** Adds a listener to be told about changes to the component hierarchy or position.

		Component listeners get called when this component's size, position or children
		change - see the ComponentListener class for more details.

		@param newListener  the listener to register - if this is already registered, it
							will be ignored.
		@see ComponentListener, removeComponentListener
	*/
	void addComponentListener (ComponentListener* newListener);

	/** Removes a component listener.

		@see addComponentListener
	*/
	void removeComponentListener (ComponentListener* listenerToRemove);

	/** Dispatches a numbered message to this component.

		This is a quick and cheap way of allowing simple asynchronous messages to
		be sent to components. It's also safe, because if the component that you
		send the message to is a null or dangling pointer, this won't cause an error.

		The command ID is later delivered to the component's handleCommandMessage() method by
		the application's message queue.

		@see handleCommandMessage
	*/
	void postCommandMessage (int commandId);

	/** Called to handle a command that was sent by postCommandMessage().

		This is called by the message thread when a command message arrives, and
		the component can override this method to process it in any way it needs to.

		@see postCommandMessage
	*/
	virtual void handleCommandMessage (int commandId);

	/** Runs a component modally, waiting until the loop terminates.

		This method first makes the component visible, brings it to the front and
		gives it the keyboard focus.

		It then runs a loop, dispatching messages from the system message queue, but
		blocking all mouse or keyboard messages from reaching any components other
		than this one and its children.

		This loop continues until the component's exitModalState() method is called (or
		the component is deleted), and then this method returns, returning the value
		passed into exitModalState().

		@see enterModalState, exitModalState, isCurrentlyModal, getCurrentlyModalComponent,
			 isCurrentlyBlockedByAnotherModalComponent, ModalComponentManager
	*/
	int runModalLoop();

	/** Puts the component into a modal state.

		This makes the component modal, so that messages are blocked from reaching
		any components other than this one and its children, but unlike runModalLoop(),
		this method returns immediately.

		If takeKeyboardFocus is true, the component will use grabKeyboardFocus() to
		get the focus, which is usually what you'll want it to do. If not, it will leave
		the focus unchanged.

		The callback is an optional object which will receive a callback when the modal
		component loses its modal status, either by being hidden or when exitModalState()
		is called. If you pass an object in here, the system will take care of deleting it
		later, after making the callback

		@see exitModalState, runModalLoop, ModalComponentManager::attachCallback
	*/
	void enterModalState (bool takeKeyboardFocus = true,
						  ModalComponentManager::Callback* callback = 0);

	/** Ends a component's modal state.

		If this component is currently modal, this will turn of its modalness, and return
		a value to the runModalLoop() method that might have be running its modal loop.

		@see runModalLoop, enterModalState, isCurrentlyModal
	*/
	void exitModalState (int returnValue);

	/** Returns true if this component is the modal one.

		It's possible to have nested modal components, e.g. a pop-up dialog box
		that launches another pop-up, but this will only return true for
		the one at the top of the stack.

		@see getCurrentlyModalComponent
	*/
	bool isCurrentlyModal() const throw();

	/** Returns the number of components that are currently in a modal state.
		@see getCurrentlyModalComponent
	 */
	static int JUCE_CALLTYPE getNumCurrentlyModalComponents() throw();

	/** Returns one of the components that are currently modal.

		The index specifies which of the possible modal components to return. The order
		of the components in this list is the reverse of the order in which they became
		modal - so the component at index 0 is always the active component, and the others
		are progressively earlier ones that are themselves now blocked by later ones.

		@returns the modal component, or null if no components are modal (or if the
				index is out of range)
		@see getNumCurrentlyModalComponents, runModalLoop, isCurrentlyModal
	*/
	static Component* JUCE_CALLTYPE getCurrentlyModalComponent (int index = 0) throw();

	/** Checks whether there's a modal component somewhere that's stopping this one
		from receiving messages.

		If there is a modal component, its canModalEventBeSentToComponent() method
		will be called to see if it will still allow this component to receive events.

		@see runModalLoop, getCurrentlyModalComponent
	*/
	bool isCurrentlyBlockedByAnotherModalComponent() const;

	/** When a component is modal, this callback allows it to choose which other
		components can still receive events.

		When a modal component is active and the user clicks on a non-modal component,
		this method is called on the modal component, and if it returns true, the
		event is allowed to reach its target. If it returns false, the event is blocked
		and the inputAttemptWhenModal() callback is made.

		It called by the isCurrentlyBlockedByAnotherModalComponent() method. The default
		implementation just returns false in all cases.
	*/
	virtual bool canModalEventBeSentToComponent (const Component* targetComponent);

	/** Called when the user tries to click on a component that is blocked by another
		modal component.

		When a component is modal and the user clicks on one of the other components,
		the modal component will receive this callback.

		The default implementation of this method will play a beep, and bring the currently
		modal component to the front, but it can be overridden to do other tasks.

		@see isCurrentlyBlockedByAnotherModalComponent, canModalEventBeSentToComponent
	*/
	virtual void inputAttemptWhenModal();

	/** Returns the set of properties that belong to this component.
		Each component has a NamedValueSet object which you can use to attach arbitrary
		items of data to it.
	*/
	NamedValueSet& getProperties() throw()				  { return properties; }

	/** Returns the set of properties that belong to this component.
		Each component has a NamedValueSet object which you can use to attach arbitrary
		items of data to it.
	*/
	const NamedValueSet& getProperties() const throw()		  { return properties; }

	/** Looks for a colour that has been registered with the given colour ID number.

		If a colour has been set for this ID number using setColour(), then it is
		returned. If none has been set, the method will try calling the component's
		LookAndFeel class's findColour() method. If none has been registered with the
		look-and-feel either, it will just return black.

		The colour IDs for various purposes are stored as enums in the components that
		they are relevent to - for an example, see Slider::ColourIds,
		Label::ColourIds, TextEditor::ColourIds, TreeView::ColourIds, etc.

		@see setColour, isColourSpecified, colourChanged, LookAndFeel::findColour, LookAndFeel::setColour
	*/
	const Colour findColour (int colourId, bool inheritFromParent = false) const;

	/** Registers a colour to be used for a particular purpose.

		Changing a colour will cause a synchronous callback to the colourChanged()
		method, which your component can override if it needs to do something when
		colours are altered.

		For more details about colour IDs, see the comments for findColour().

		@see findColour, isColourSpecified, colourChanged, LookAndFeel::findColour, LookAndFeel::setColour
	*/
	void setColour (int colourId, const Colour& colour);

	/** If a colour has been set with setColour(), this will remove it.

		This allows you to make a colour revert to its default state.
	*/
	void removeColour (int colourId);

	/** Returns true if the specified colour ID has been explicitly set for this
		component using the setColour() method.
	*/
	bool isColourSpecified (int colourId) const;

	/** This looks for any colours that have been specified for this component,
		and copies them to the specified target component.
	*/
	void copyAllExplicitColoursTo (Component& target) const;

	/** This method is called when a colour is changed by the setColour() method.

		@see setColour, findColour
	*/
	virtual void colourChanged();

	/** Returns the underlying native window handle for this component.

		This is platform-dependent and strictly for power-users only!
	*/
	void* getWindowHandle() const;

	/** Holds a pointer to some type of Component, which automatically becomes null if
		the component is deleted.

		If you're using a component which may be deleted by another event that's outside
		of your control, use a SafePointer instead of a normal pointer to refer to it,
		and you can test whether it's null before using it to see if something has deleted
		it.

		The ComponentType typedef must be Component, or some subclass of Component.

		Note that this class isn't thread-safe, and assumes that all the code that uses
		it is running on the message thread.
	*/
	template <class ComponentType>
	class SafePointer   : private ComponentListener
	{
	public:
		/** Creates a null SafePointer. */
		SafePointer()					   : comp (0) {}

		/** Creates a SafePointer that points at the given component. */
		SafePointer (ComponentType* const component)	: comp (component)   { attach(); }

		/** Creates a copy of another SafePointer. */
		SafePointer (const SafePointer& other)		  : comp (other.comp)  { attach(); }

		/** Destructor. */
		~SafePointer()					  { detach(); }

		/** Copies another pointer to this one. */
		SafePointer& operator= (const SafePointer& other)   { return operator= (other.comp); }

		/** Copies another pointer to this one. */
		SafePointer& operator= (ComponentType* const newComponent)
		{
			detach();
			comp = newComponent;
			attach();
			return *this;
		}

		/** Returns the component that this pointer refers to, or null if the component no longer exists. */
		operator ComponentType*() const throw()		 { return comp; }

		/** Returns the component that this pointer refers to, or null if the component no longer exists. */
		ComponentType* getComponent() const throw()	 { return comp; }

		/** Returns the component that this pointer refers to, or null if the component no longer exists. */
		ComponentType* operator->() throw()		 { jassert (comp != 0); return comp; }

		/** Returns the component that this pointer refers to, or null if the component no longer exists. */
		const ComponentType* operator->() const throw()	 { jassert (comp != 0); return comp; }

		/** If the component is valid, this deletes it and sets this pointer to null. */
		void deleteAndZero()				{ delete comp; jassert (comp == 0); }

		bool operator== (ComponentType* component) const throw()	{ return comp == component; }
		bool operator!= (ComponentType* component) const throw()	{ return comp != component; }

		juce_UseDebuggingNewOperator

	private:
		ComponentType* comp;

		void attach()   { if (comp != 0) comp->addComponentListener (this); }
		void detach()   { if (comp != 0) comp->removeComponentListener (this); }
		void componentBeingDeleted (Component&)	 { comp = 0; }
	};

	/** A class to keep an eye on one or two components and check for them being deleted.

		This is designed for use with the ListenerList::callChecked() methods, to allow
		the list iterator to stop cleanly if the component is deleted by a listener callback
		while the list is still being iterated.
	*/
	class BailOutChecker
	{
	public:
		/** Creates a checker that watches either one or two components.
			component1 must be a valid component; component2 can be null if you only need
			to check on one component.
		*/
		BailOutChecker (Component* component1,
						Component* component2 = 0);

		/** Returns true if either of the two components have been deleted since this
			object was created. */
		bool shouldBailOut() const throw();

	private:
		typedef SafePointer<Component> SafeComponentPtr;
		SafeComponentPtr safePointer1, safePointer2;
		Component* const component2;

		BailOutChecker (const BailOutChecker&);
		BailOutChecker& operator= (const BailOutChecker&);
	};

   #ifndef DOXYGEN
	/** @internal
		This method is deprecated - use localPointToGlobal instead. */
	const Point<int> relativePositionToGlobal (const Point<int>& relativePosition) const;

	/** @internal
		This method is deprecated - use getLocalPoint instead. */
	const Point<int> globalPositionToRelative (const Point<int>& screenPosition) const;

	/** @internal
		This method is deprecated - use getLocalPoint instead. */
	const Point<int> relativePositionToOtherComponent (const Component* targetComponent,
													   const Point<int>& positionRelativeToThis) const;
   #endif

	juce_UseDebuggingNewOperator

private:

	friend class ComponentPeer;
	friend class InternalDragRepeater;
	friend class MouseInputSource;
	friend class MouseInputSourceInternal;

	static Component* currentlyFocusedComponent;

	String componentName_;
	Component* parentComponent_;
	Rectangle<int> bounds_;
	Array <Component*> childComponentList_;
	LookAndFeel* lookAndFeel_;
	MouseCursor cursor_;
	ImageEffectFilter* effect_;
	Image bufferedImage_;

	class MouseListenerList;
	friend class MouseListenerList;
	friend class ScopedPointer <MouseListenerList>;
	ScopedPointer <MouseListenerList> mouseListeners_;
	ScopedPointer <Array <KeyListener*> > keyListeners_;
	ListenerList <ComponentListener> componentListeners;
	NamedValueSet properties;

	struct ComponentFlags
	{
		bool hasHeavyweightPeerFlag	 : 1;
		bool visibleFlag		: 1;
		bool opaqueFlag		 : 1;
		bool ignoresMouseClicksFlag	 : 1;
		bool allowChildMouseClicksFlag  : 1;
		bool wantsFocusFlag		 : 1;
		bool isFocusContainerFlag	   : 1;
		bool dontFocusOnMouseClickFlag  : 1;
		bool alwaysOnTopFlag		: 1;
		bool bufferToImageFlag	  : 1;
		bool bringToFrontOnClickFlag	: 1;
		bool repaintOnMouseActivityFlag : 1;
		bool mouseDownFlag		  : 1;
		bool mouseOverFlag		  : 1;
		bool mouseInsideFlag		: 1;
		bool currentlyModalFlag	 : 1;
		bool isDisabledFlag		 : 1;
		bool childCompFocusedFlag	   : 1;
#if JUCE_DEBUG
		bool isInsidePaintCall	  : 1;
#endif
	};

	union
	{
		uint32 componentFlags_;
		ComponentFlags flags;
	};

	uint8 componentTransparency;

	void internalMouseEnter (MouseInputSource& source, const Point<int>& relativePos, const Time& time);
	void internalMouseExit  (MouseInputSource& source, const Point<int>& relativePos, const Time& time);
	void internalMouseDown  (MouseInputSource& source, const Point<int>& relativePos, const Time& time);
	void internalMouseUp	(MouseInputSource& source, const Point<int>& relativePos, const Time& time, const ModifierKeys& oldModifiers);
	void internalMouseDrag  (MouseInputSource& source, const Point<int>& relativePos, const Time& time);
	void internalMouseMove  (MouseInputSource& source, const Point<int>& relativePos, const Time& time);
	void internalMouseWheel (MouseInputSource& source, const Point<int>& relativePos, const Time& time, float amountX, float amountY);
	void internalBroughtToFront();
	void internalFocusGain (const FocusChangeType cause);
	void internalFocusLoss (const FocusChangeType cause);
	void internalChildFocusChange (FocusChangeType cause);
	void internalModalInputAttempt();
	void internalModifierKeysChanged();
	void internalChildrenChanged();
	void internalHierarchyChanged();
	void renderComponent (Graphics& g);
	void sendMovedResizedMessages (bool wasMoved, bool wasResized);
	void repaintParent();
	void sendFakeMouseMove() const;
	void takeKeyboardFocus (const FocusChangeType cause);
	void grabFocusInternal (const FocusChangeType cause, bool canTryParent = true);
	static void giveAwayFocus();
	void sendEnablementChangeMessage();
	void subtractObscuredRegions (RectangleList& result, const Point<int>& delta,
								  const Rectangle<int>& clipRect, const Component* const compToAvoid) const;
	void clipObscuredRegions (Graphics& g, const Rectangle<int>& clipRect, int deltaX, int deltaY) const;

	void sendVisibilityChangeMessage();
	const Rectangle<int> getParentOrMainMonitorBounds() const;

	// This is included here just to cause a compile error if your code is still handling
	// drag-and-drop with this method. If so, just update it to use the new FileDragAndDropTarget
	// class, which is easy (just make your class inherit from FileDragAndDropTarget, and
	// implement its methods instead of this Component method).
	virtual void filesDropped (const StringArray&, int, int) {}

	// This is included here to cause an error if you use or overload it - it has been deprecated in
	// favour of contains (const Point<int>&)
	void contains (int, int);

	/* Components aren't allowed to have copy constructors, as this would mess up parent hierarchies.
	   You might need to give your subclasses a private dummy constructor like this one to avoid
	   compiler warnings.
	*/
	Component (const Component&);
	Component& operator= (const Component&);

protected:
	/** @internal */
	virtual void internalRepaint (int x, int y, int w, int h);
	/** @internal */
	virtual ComponentPeer* createNewPeer (int styleFlags, void* nativeWindowToAttachTo);
};

#endif   // __JUCE_COMPONENT_JUCEHEADER__
/*** End of inlined file: juce_Component.h ***/


/*** Start of inlined file: juce_ApplicationCommandInfo.h ***/
#ifndef __JUCE_APPLICATIONCOMMANDINFO_JUCEHEADER__
#define __JUCE_APPLICATIONCOMMANDINFO_JUCEHEADER__


/*** Start of inlined file: juce_ApplicationCommandID.h ***/
#ifndef __JUCE_APPLICATIONCOMMANDID_JUCEHEADER__
#define __JUCE_APPLICATIONCOMMANDID_JUCEHEADER__

/** A type used to hold the unique ID for an application command.

	This is a numeric type, so it can be stored as an integer.

	@see ApplicationCommandInfo, ApplicationCommandManager,
		 ApplicationCommandTarget, KeyPressMappingSet
*/
typedef int CommandID;

/** A set of general-purpose application command IDs.

	Because these commands are likely to be used in most apps, they're defined
	here to help different apps to use the same numeric values for them.

	Of course you don't have to use these, but some of them are used internally by
	Juce - e.g. the quit ID is recognised as a command by the JUCEApplication class.

	@see ApplicationCommandInfo, ApplicationCommandManager,
		 ApplicationCommandTarget, KeyPressMappingSet
*/
namespace StandardApplicationCommandIDs
{
	/** This command ID should be used to send a "Quit the App" command.

		This command is recognised by the JUCEApplication class, so if it is invoked
		and no other ApplicationCommandTarget handles the event first, the JUCEApplication
		object will catch it and call JUCEApplication::systemRequestedQuit().
	*/
	static const CommandID  quit	   = 0x1001;

	/** The command ID that should be used to send a "Delete" command. */
	static const CommandID  del		= 0x1002;

	/** The command ID that should be used to send a "Cut" command. */
	static const CommandID  cut		= 0x1003;

	/** The command ID that should be used to send a "Copy to clipboard" command. */
	static const CommandID  copy	   = 0x1004;

	/** The command ID that should be used to send a "Paste from clipboard" command. */
	static const CommandID  paste	  = 0x1005;

	/** The command ID that should be used to send a "Select all" command. */
	static const CommandID  selectAll	  = 0x1006;

	/** The command ID that should be used to send a "Deselect all" command. */
	static const CommandID  deselectAll	= 0x1007;
}

#endif   // __JUCE_APPLICATIONCOMMANDID_JUCEHEADER__
/*** End of inlined file: juce_ApplicationCommandID.h ***/

/**
	Holds information describing an application command.

	This object is used to pass information about a particular command, such as its
	name, description and other usage flags.

	When an ApplicationCommandTarget is asked to provide information about the commands
	it can perform, this is the structure gets filled-in to describe each one.

	@see ApplicationCommandTarget, ApplicationCommandTarget::getCommandInfo(),
		 ApplicationCommandManager
*/
struct JUCE_API  ApplicationCommandInfo
{

	explicit ApplicationCommandInfo (CommandID commandID) throw();

	/** Sets a number of the structures values at once.

		The meanings of each of the parameters is described below, in the appropriate
		member variable's description.
	*/
	void setInfo (const String& shortName,
				  const String& description,
				  const String& categoryName,
				  int flags) throw();

	/** An easy way to set or remove the isDisabled bit in the structure's flags field.

		If isActive is true, the flags member has the isDisabled bit cleared; if isActive
		is false, the bit is set.
	*/
	void setActive (bool isActive) throw();

	/** An easy way to set or remove the isTicked bit in the structure's flags field.
	*/
	void setTicked (bool isTicked) throw();

	/** Handy method for adding a keypress to the defaultKeypresses array.

		This is just so you can write things like:
		@code
		myinfo.addDefaultKeypress ('s', ModifierKeys::commandModifier);
		@endcode
		instead of
		@code
		myinfo.defaultKeypresses.add (KeyPress ('s', ModifierKeys::commandModifier));
		@endcode
	*/
	void addDefaultKeypress (int keyCode,
							 const ModifierKeys& modifiers) throw();

	/** The command's unique ID number.
	*/
	CommandID commandID;

	/** A short name to describe the command.

		This should be suitable for use in menus, on buttons that trigger the command, etc.

		You can use the setInfo() method to quickly set this and some of the command's
		other properties.
	*/
	String shortName;

	/** A longer description of the command.

		This should be suitable for use in contexts such as a KeyMappingEditorComponent or
		pop-up tooltip describing what the command does.

		You can use the setInfo() method to quickly set this and some of the command's
		other properties.
	*/
	String description;

	/** A named category that the command fits into.

		You can give your commands any category you like, and these will be displayed in
		contexts such as the KeyMappingEditorComponent, where the category is used to group
		commands together.

		You can use the setInfo() method to quickly set this and some of the command's
		other properties.
	*/
	String categoryName;

	/** A list of zero or more keypresses that should be used as the default keys for
		this command.

		Methods such as KeyPressMappingSet::resetToDefaultMappings() will use the keypresses in
		this list to initialise the default set of key-to-command mappings.

		@see addDefaultKeypress
	*/
	Array <KeyPress> defaultKeypresses;

	/** Flags describing the ways in which this command should be used.

		A bitwise-OR of these values is stored in the ApplicationCommandInfo::flags
		variable.
	*/
	enum CommandFlags
	{
		/** Indicates that the command can't currently be performed.

			The ApplicationCommandTarget::getCommandInfo() method must set this flag if it's
			not currently permissable to perform the command. If the flag is set, then
			components that trigger the command, e.g. PopupMenu, may choose to grey-out the
			command or show themselves as not being enabled.

			@see ApplicationCommandInfo::setActive
		*/
		isDisabled		  = 1 << 0,

		/** Indicates that the command should have a tick next to it on a menu.

			If your command is shown on a menu and this is set, it'll show a tick next to
			it. Other components such as buttons may also use this flag to indicate that it
			is a value that can be toggled, and is currently in the 'on' state.

			@see ApplicationCommandInfo::setTicked
		*/
		isTicked			= 1 << 1,

		/** If this flag is present, then when a KeyPressMappingSet invokes the command,
			it will call the command twice, once on key-down and again on key-up.

			@see ApplicationCommandTarget::InvocationInfo
		*/
		wantsKeyUpDownCallbacks	 = 1 << 2,

		/** If this flag is present, then a KeyMappingEditorComponent will not display the
			command in its list.
		*/
		hiddenFromKeyEditor	 = 1 << 3,

		/** If this flag is present, then a KeyMappingEditorComponent will display the
			command in its list, but won't allow the assigned keypress to be changed.
		*/
		readOnlyInKeyEditor	 = 1 << 4,

		/** If this flag is present and the command is invoked from a keypress, then any
			buttons or menus that are also connected to the command will not flash to
			indicate that they've been triggered.
		*/
		dontTriggerVisualFeedback   = 1 << 5
	};

	/** A bitwise-OR of the values specified in the CommandFlags enum.

		You can use the setInfo() method to quickly set this and some of the command's
		other properties.
	*/
	int flags;
};

#endif   // __JUCE_APPLICATIONCOMMANDINFO_JUCEHEADER__
/*** End of inlined file: juce_ApplicationCommandInfo.h ***/

/**
	A command target publishes a list of command IDs that it can perform.

	An ApplicationCommandManager despatches commands to targets, which must be
	able to provide information about what commands they can handle.

	To create a target, you'll need to inherit from this class, implementing all of
	its pure virtual methods.

	For info about how a target is chosen to receive a command, see
	ApplicationCommandManager::getFirstCommandTarget().

	@see ApplicationCommandManager, ApplicationCommandInfo
*/
class JUCE_API  ApplicationCommandTarget
{
public:

	/** Creates a command target. */
	ApplicationCommandTarget();

	/** Destructor. */
	virtual ~ApplicationCommandTarget();

	/**
	*/
	struct JUCE_API  InvocationInfo
	{

		InvocationInfo (const CommandID commandID);

		/** The UID of the command that should be performed. */
		CommandID commandID;

		/** The command's flags.

			See ApplicationCommandInfo for a description of these flag values.
		*/
		int commandFlags;

		/** The types of context in which the command might be called. */
		enum InvocationMethod
		{
			direct = 0,	 /**< The command is being invoked directly by a piece of code. */
			fromKeyPress,   /**< The command is being invoked by a key-press. */
			fromMenu,	   /**< The command is being invoked by a menu selection. */
			fromButton	  /**< The command is being invoked by a button click. */
		};

		/** The type of event that triggered this command. */
		InvocationMethod invocationMethod;

		/** If triggered by a keypress or menu, this will be the component that had the
			keyboard focus at the time.

			If triggered by a button, it may be set to that component, or it may be null.
		*/
		Component* originatingComponent;

		/** The keypress that was used to invoke it.

			Note that this will be an invalid keypress if the command was invoked
			by some other means than a keyboard shortcut.
		*/
		KeyPress keyPress;

		/** True if the callback is being invoked when the key is pressed,
			false if the key is being released.

			@see KeyPressMappingSet::addCommand()
		*/
		bool isKeyDown;

		/** If the key is being released, this indicates how long it had been held
			down for.

			(Only relevant if isKeyDown is false.)
		*/
		int millisecsSinceKeyPressed;
	};

	/** This must return the next target to try after this one.

		When a command is being sent, and the first target can't handle
		that command, this method is used to determine the next target that should
		be tried.

		It may return 0 if it doesn't know of another target.

		If your target is a Component, you would usually use the findFirstTargetParentComponent()
		method to return a parent component that might want to handle it.

		@see invoke
	*/
	virtual ApplicationCommandTarget* getNextCommandTarget() = 0;

	/** This must return a complete list of commands that this target can handle.

		Your target should add all the command IDs that it handles to the array that is
		passed-in.
	*/
	virtual void getAllCommands (Array <CommandID>& commands) = 0;

	/** This must provide details about one of the commands that this target can perform.

		This will be called with one of the command IDs that the target provided in its
		getAllCommands() methods.

		It should fill-in all appropriate fields of the ApplicationCommandInfo structure with
		suitable information about the command. (The commandID field will already have been filled-in
		by the caller).

		The easiest way to set the info is using the ApplicationCommandInfo::setInfo() method to
		set all the fields at once.

		If the command is currently inactive for some reason, this method must use
		ApplicationCommandInfo::setActive() to make that clear, (or it should set the isDisabled
		bit of the ApplicationCommandInfo::flags field).

		Any default key-presses for the command should be appended to the
		ApplicationCommandInfo::defaultKeypresses field.

		Note that if you change something that affects the status of the commands
		that would be returned by this method (e.g. something that makes some commands
		active or inactive), you should call ApplicationCommandManager::commandStatusChanged()
		to cause the manager to refresh its status.
	*/
	virtual void getCommandInfo (CommandID commandID, ApplicationCommandInfo& result) = 0;

	/** This must actually perform the specified command.

		If this target is able to perform the command specified by the commandID field of the
		InvocationInfo structure, then it should do so, and must return true.

		If it can't handle this command, it should return false, which tells the caller to pass
		the command on to the next target in line.

		@see invoke, ApplicationCommandManager::invoke
	*/
	virtual bool perform (const InvocationInfo& info) = 0;

	/** Makes this target invoke a command.

		Your code can call this method to invoke a command on this target, but normally
		you'd call it indirectly via ApplicationCommandManager::invoke() or
		ApplicationCommandManager::invokeDirectly().

		If this target can perform the given command, it will call its perform() method to
		do so. If not, then getNextCommandTarget() will be used to determine the next target
		to try, and the command will be passed along to it.

		@param invocationInfo	   this must be correctly filled-in, describing the context for
									the invocation.
		@param asynchronously	   if false, the command will be performed before this method returns.
									If true, a message will be posted so that the command will be performed
									later on the message thread, and this method will return immediately.
		@see perform, ApplicationCommandManager::invoke
	*/
	bool invoke (const InvocationInfo& invocationInfo,
				 const bool asynchronously);

	/** Invokes a given command directly on this target.

		This is just an easy way to call invoke() without having to fill out the InvocationInfo
		structure.
	*/
	bool invokeDirectly (const CommandID commandID,
						 const bool asynchronously);

	/** Searches this target and all subsequent ones for the first one that can handle
		the specified command.

		This will use getNextCommandTarget() to determine the chain of targets to try
		after this one.
	*/
	ApplicationCommandTarget* getTargetForCommand (const CommandID commandID);

	/** Checks whether this command can currently be performed by this target.

		This will return true only if a call to getCommandInfo() doesn't set the
		isDisabled flag to indicate that the command is inactive.
	*/
	bool isCommandActive (const CommandID commandID);

	/** If this object is a Component, this method will seach upwards in its current
		UI hierarchy for the next parent component that implements the
		ApplicationCommandTarget class.

		If your target is a Component, this is a very handy method to use in your
		getNextCommandTarget() implementation.
	*/
	ApplicationCommandTarget* findFirstTargetParentComponent();

	juce_UseDebuggingNewOperator

private:
	// (for async invocation of commands)
	class CommandTargetMessageInvoker  : public MessageListener
	{
	public:
		CommandTargetMessageInvoker (ApplicationCommandTarget* owner);
		~CommandTargetMessageInvoker();

		void handleMessage (const Message& message);

	private:
		ApplicationCommandTarget* const owner;

		CommandTargetMessageInvoker (const CommandTargetMessageInvoker&);
		CommandTargetMessageInvoker& operator= (const CommandTargetMessageInvoker&);
	};

	ScopedPointer <CommandTargetMessageInvoker> messageInvoker;

	friend class CommandTargetMessageInvoker;
	bool tryToInvoke (const InvocationInfo& info, bool async);

	ApplicationCommandTarget (const ApplicationCommandTarget&);
	ApplicationCommandTarget& operator= (const ApplicationCommandTarget&);
};

#endif   // __JUCE_APPLICATIONCOMMANDTARGET_JUCEHEADER__
/*** End of inlined file: juce_ApplicationCommandTarget.h ***/


/*** Start of inlined file: juce_ActionListener.h ***/
#ifndef __JUCE_ACTIONLISTENER_JUCEHEADER__
#define __JUCE_ACTIONLISTENER_JUCEHEADER__

/**
	Receives callbacks to indicate that some kind of event has occurred.

	Used by various classes, e.g. buttons when they are pressed, to tell listeners
	about something that's happened.

	@see ActionListenerList, ActionBroadcaster, ChangeListener
*/
class JUCE_API  ActionListener
{
public:
	/** Destructor. */
	virtual ~ActionListener()  {}

	/** Overridden by your subclass to receive the callback.

		@param message  the string that was specified when the event was triggered
						by a call to ActionListenerList::sendActionMessage()
	*/
	virtual void actionListenerCallback (const String& message) = 0;
};

#endif   // __JUCE_ACTIONLISTENER_JUCEHEADER__
/*** End of inlined file: juce_ActionListener.h ***/

/**
	An instance of this class is used to specify initialisation and shutdown
	code for the application.

	An application that wants to run in the JUCE framework needs to declare a
	subclass of JUCEApplication and implement its various pure virtual methods.

	It then needs to use the START_JUCE_APPLICATION macro somewhere in a cpp file
	to declare an instance of this class and generate a suitable platform-specific
	main() function.

	e.g. @code
		class MyJUCEApp  : public JUCEApplication
		{
		public:
			MyJUCEApp()
			{
			}

			~MyJUCEApp()
			{
			}

			void initialise (const String& commandLine)
			{
				myMainWindow = new MyApplicationWindow();
				myMainWindow->setBounds (100, 100, 400, 500);
				myMainWindow->setVisible (true);
			}

			void shutdown()
			{
				myMainWindow = 0;
			}

			const String getApplicationName()
			{
				return "Super JUCE-o-matic";
			}

			const String getApplicationVersion()
			{
				return "1.0";
			}

		private:
			ScopedPointer <MyApplicationWindow> myMainWindow;
		};

		// this creates wrapper code to actually launch the app properly.
		START_JUCE_APPLICATION (MyJUCEApp)
	@endcode

	@see MessageManager, DeletedAtShutdown
*/
class JUCE_API  JUCEApplication  : public ApplicationCommandTarget,
								   private ActionListener
{
protected:

	/** Constructs a JUCE app object.

		If subclasses implement a constructor or destructor, they shouldn't call any
		JUCE code in there - put your startup/shutdown code in initialise() and
		shutdown() instead.
	*/
	JUCEApplication();

public:
	/** Destructor.

		If subclasses implement a constructor or destructor, they shouldn't call any
		JUCE code in there - put your startup/shutdown code in initialise() and
		shutdown() instead.
	*/
	virtual ~JUCEApplication();

	/** Returns the global instance of the application object being run. */
	static JUCEApplication* getInstance() throw()	   { return appInstance; }

	/** Called when the application starts.

		This will be called once to let the application do whatever initialisation
		it needs, create its windows, etc.

		After the method returns, the normal event-dispatch loop will be run,
		until the quit() method is called, at which point the shutdown()
		method will be called to let the application clear up anything it needs
		to delete.

		If during the initialise() method, the application decides not to start-up
		after all, it can just call the quit() method and the event loop won't be run.

		@param commandLineParameters	the line passed in does not include the
										name of the executable, just the parameter list.
		@see shutdown, quit
	*/
	virtual void initialise (const String& commandLineParameters) = 0;

	/** Returns true if the application hasn't yet completed its initialise() method
		and entered the main event loop.

		This is handy for things like splash screens to know when the app's up-and-running
		properly.
	*/
	bool isInitialising() const throw()			 { return stillInitialising; }

	/* Called to allow the application to clear up before exiting.

	   After JUCEApplication::quit() has been called, the event-dispatch loop will
	   terminate, and this method will get called to allow the app to sort itself
	   out.

	   Be careful that nothing happens in this method that might rely on messages
	   being sent, or any kind of window activity, because the message loop is no
	   longer running at this point.

		@see DeletedAtShutdown
	*/
	virtual void shutdown() = 0;

	/** Returns the application's name.

		An application must implement this to name itself.
	*/
	virtual const String getApplicationName() = 0;

	/** Returns the application's version number.
	*/
	virtual const String getApplicationVersion() = 0;

	/** Checks whether multiple instances of the app are allowed.

		If you application class returns true for this, more than one instance is
		permitted to run (except on the Mac where this isn't possible).

		If it's false, the second instance won't start, but it you will still get a
		callback to anotherInstanceStarted() to tell you about this - which
		gives you a chance to react to what the user was trying to do.
	*/
	virtual bool moreThanOneInstanceAllowed();

	/** Indicates that the user has tried to start up another instance of the app.

		This will get called even if moreThanOneInstanceAllowed() is false.
	*/
	virtual void anotherInstanceStarted (const String& commandLine);

	/** Called when the operating system is trying to close the application.

		The default implementation of this method is to call quit(), but it may
		be overloaded to ignore the request or do some other special behaviour
		instead. For example, you might want to offer the user the chance to save
		their changes before quitting, and give them the chance to cancel.

		If you want to send a quit signal to your app, this is the correct method
		to call, because it means that requests that come from the system get handled
		in the same way as those from your own application code. So e.g. you'd
		call this method from a "quit" item on a menu bar.
	*/
	virtual void systemRequestedQuit();

	/** If any unhandled exceptions make it through to the message dispatch loop, this
		callback will be triggered, in case you want to log them or do some other
		type of error-handling.

		If the type of exception is derived from the std::exception class, the pointer
		passed-in will be valid. If the exception is of unknown type, this pointer
		will be null.
	*/
	virtual void unhandledException (const std::exception* e,
									 const String& sourceFilename,
									 int lineNumber);

	/** Signals that the main message loop should stop and the application should terminate.

		This isn't synchronous, it just posts a quit message to the main queue, and
		when this message arrives, the message loop will stop, the shutdown() method
		will be called, and the app will exit.

		Note that this will cause an unconditional quit to happen, so if you need an
		extra level before this, e.g. to give the user the chance to save their work
		and maybe cancel the quit, you'll need to handle this in the systemRequestedQuit()
		method - see that method's help for more info.

		@see MessageManager, DeletedAtShutdown
	*/
	static void quit();

	/** Sets the value that should be returned as the application's exit code when the
		app quits.

		This is the value that's returned by the main() function. Normally you'd leave this
		as 0 unless you want to indicate an error code.

		@see getApplicationReturnValue
	*/
	void setApplicationReturnValue (int newReturnValue) throw();

	/** Returns the value that has been set as the application's exit code.
		@see setApplicationReturnValue
	*/
	int getApplicationReturnValue() const throw()		   { return appReturnValue; }

	/** Returns the application's command line params.
	*/
	const String getCommandLineParameters() const throw()	   { return commandLineParameters; }

	// These are used by the START_JUCE_APPLICATION() macro and aren't for public use.

	/** @internal */
	static int main (const String& commandLine);
	/** @internal */
	static int main (int argc, const char* argv[]);
	/** @internal */
	static void sendUnhandledException (const std::exception* e, const char* sourceFile, int lineNumber);

	/** Returns true if this executable is running as an app (as opposed to being a plugin
		or other kind of shared library. */
	static inline bool isStandaloneApp() throw()	{ return createInstance != 0; }

	/** @internal */
	ApplicationCommandTarget* getNextCommandTarget();
	/** @internal */
	void getCommandInfo (CommandID commandID, ApplicationCommandInfo& result);
	/** @internal */
	void getAllCommands (Array <CommandID>& commands);
	/** @internal */
	bool perform (const InvocationInfo& info);
	/** @internal */
	void actionListenerCallback (const String& message);
	/** @internal */
	bool initialiseApp (const String& commandLine);
	/** @internal */
	int shutdownApp();
	/** @internal */
	static void appWillTerminateByForce();
	/** @internal */
	typedef JUCEApplication* (*CreateInstanceFunction)();
	/** @internal */
	static CreateInstanceFunction createInstance;

private:

	String commandLineParameters;
	int appReturnValue;
	bool stillInitialising;
	ScopedPointer<InterProcessLock> appLock;
	static JUCEApplication* appInstance;

	JUCEApplication (const JUCEApplication&);
	JUCEApplication& operator= (const JUCEApplication&);
};

#endif   // __JUCE_APPLICATION_JUCEHEADER__
/*** End of inlined file: juce_Application.h ***/


#endif
#ifndef __JUCE_APPLICATIONCOMMANDID_JUCEHEADER__

#endif
#ifndef __JUCE_APPLICATIONCOMMANDINFO_JUCEHEADER__

#endif
#ifndef __JUCE_APPLICATIONCOMMANDMANAGER_JUCEHEADER__

/*** Start of inlined file: juce_ApplicationCommandManager.h ***/
#ifndef __JUCE_APPLICATIONCOMMANDMANAGER_JUCEHEADER__
#define __JUCE_APPLICATIONCOMMANDMANAGER_JUCEHEADER__


/*** Start of inlined file: juce_Desktop.h ***/
#ifndef __JUCE_DESKTOP_JUCEHEADER__
#define __JUCE_DESKTOP_JUCEHEADER__


/*** Start of inlined file: juce_Timer.h ***/
#ifndef __JUCE_TIMER_JUCEHEADER__
#define __JUCE_TIMER_JUCEHEADER__

class InternalTimerThread;

/**
	Repeatedly calls a user-defined method at a specified time interval.

	A Timer's timerCallback() method will be repeatedly called at a given
	interval. Initially when a Timer object is created, they will do nothing
	until the startTimer() method is called, then the message thread will
	start calling it back until stopTimer() is called.

	The time interval isn't guaranteed to be precise to any more than maybe
	10-20ms, and the intervals may end up being much longer than requested if the
	system is busy. Because it's the message thread that is doing the callbacks,
	any messages that take a significant amount of time to process will block
	all the timers for that period.

	If you need to have a single callback that is shared by multiple timers with
	different frequencies, then the MultiTimer class allows you to do that - its
	structure is very similar to the Timer class, but contains multiple timers
	internally, each one identified by an ID number.

	@see MultiTimer
*/
class JUCE_API  Timer
{
protected:

	/** Creates a Timer.

		When created, the timer is stopped, so use startTimer() to get it going.
	*/
	Timer() throw();

	/** Creates a copy of another timer.

		Note that this timer won't be started, even if the one you're copying
		is running.
	*/
	Timer (const Timer& other) throw();

public:

	/** Destructor. */
	virtual ~Timer();

	/** The user-defined callback routine that actually gets called periodically.

		It's perfectly ok to call startTimer() or stopTimer() from within this
		callback to change the subsequent intervals.
	*/
	virtual void timerCallback() = 0;

	/** Starts the timer and sets the length of interval required.

		If the timer is already started, this will reset it, so the
		time between calling this method and the next timer callback
		will not be less than the interval length passed in.

		@param  intervalInMilliseconds  the interval to use (any values less than 1 will be
										rounded up to 1)
	*/
	void startTimer (int intervalInMilliseconds) throw();

	/** Stops the timer.

		No more callbacks will be made after this method returns.

		If this is called from a different thread, any callbacks that may
		be currently executing may be allowed to finish before the method
		returns.
	*/
	void stopTimer() throw();

	/** Checks if the timer has been started.

		@returns true if the timer is running.
	*/
	bool isTimerRunning() const throw()			 { return periodMs > 0; }

	/** Returns the timer's interval.

		@returns the timer's interval in milliseconds if it's running, or 0 if it's not.
	*/
	int getTimerInterval() const throw()			{ return periodMs; }

private:
	friend class InternalTimerThread;
	int countdownMs, periodMs;
	Timer* previous;
	Timer* next;

	Timer& operator= (const Timer&);
};

#endif   // __JUCE_TIMER_JUCEHEADER__
/*** End of inlined file: juce_Timer.h ***/


/*** Start of inlined file: juce_ComponentAnimator.h ***/
#ifndef __JUCE_COMPONENTANIMATOR_JUCEHEADER__
#define __JUCE_COMPONENTANIMATOR_JUCEHEADER__

/**
	Animates a set of components, moving them to a new position and/or fading their
	alpha levels.

	To animate a component, create a ComponentAnimator instance or (preferably) use the
	global animator object provided by Desktop::getAnimator(), and call its animateComponent()
	method to commence the movement.

	If you're using your own ComponentAnimator instance, you'll need to make sure it isn't
	deleted before it finishes moving the components, or they'll be abandoned before reaching their
	destinations.

	It's ok to delete components while they're being animated - the animator will detect this
	and safely stop using them.

	The class is a ChangeBroadcaster and sends a notification when any components
	start or finish being animated.

	@see Desktop::getAnimator
*/
class JUCE_API  ComponentAnimator  : public ChangeBroadcaster,
									 private Timer
{
public:

	/** Creates a ComponentAnimator. */
	ComponentAnimator();

	/** Destructor. */
	~ComponentAnimator();

	/** Starts a component moving from its current position to a specified position.

		If the component is already in the middle of an animation, that will be abandoned,
		and a new animation will begin, moving the component from its current location.

		The start and end speed parameters let you apply some acceleration to the component's
		movement.

		@param component		the component to move
		@param finalBounds	  the destination bounds to which the component should move. To leave the
									component in the same place, just pass component->getBounds() for this value
		@param finalAlpha	   the alpha value that the component should have at the end of the animation
		@param animationDurationMilliseconds	how long the animation should last, in milliseconds
		@param useProxyComponent	if true, this means the component should be replaced by an internally
									managed temporary component which is a snapshot of the original component.
									This avoids the component having to paint itself as it moves, so may
									be more efficient. This option also allows you to delete the original
									component immediately after starting the animation, because the animation
									can proceed without it. If you use a proxy, the original component will be
									made invisible by this call, and then will become visible again at the end
									of the animation. It'll also mean that the proxy component will be temporarily
									added to the component's parent, so avoid it if this might confuse the parent
									component, or if there's a chance the parent might decide to delete its children.
		@param startSpeed	   a value to indicate the relative start speed of the animation. If this is 0,
									the component will start by accelerating from rest; higher values mean that it
									will have an initial speed greater than zero. If the value if greater than 1, it
									will decelerate towards the middle of its journey. To move the component at a
									constant rate for its entire animation, set both the start and end speeds to 1.0
		@param endSpeed		 a relative speed at which the component should be moving when the animation finishes.
									If this is 0, the component will decelerate to a standstill at its final position;
									higher values mean the component will still be moving when it stops. To move the component
									at a constant rate for its entire animation, set both the start and end speeds to 1.0
	*/
	void animateComponent (Component* component,
						   const Rectangle<int>& finalBounds,
						   float finalAlpha,
						   int animationDurationMilliseconds,
						   bool useProxyComponent,
						   double startSpeed,
						   double endSpeed);

	/** Begins a fade-out of this components alpha level.
		This is a quick way of invoking animateComponent() with a target alpha value of 0.0f, using
		a proxy. You're safe to delete the component after calling this method, and this won't
		interfere with the animation's progress.
	*/
	void fadeOut (Component* component, int millisecondsToTake);

	/** Begins a fade-in of a component.
		This is a quick way of invoking animateComponent() with a target alpha value of 1.0f.
	*/
	void fadeIn (Component* component, int millisecondsToTake);

	/** Stops a component if it's currently being animated.

		If moveComponentToItsFinalPosition is true, then the component will
		be immediately moved to its destination position and size. If false, it will be
		left in whatever location it currently occupies.
	*/
	void cancelAnimation (Component* component,
						  bool moveComponentToItsFinalPosition);

	/** Clears all of the active animations.

		If moveComponentsToTheirFinalPositions is true, all the components will
		be immediately set to their final positions. If false, they will be
		left in whatever locations they currently occupy.
	*/
	void cancelAllAnimations (bool moveComponentsToTheirFinalPositions);

	/** Returns the destination position for a component.

		If the component is being animated, this will return the target position that
		was specified when animateComponent() was called.

		If the specified component isn't currently being animated, this method will just
		return its current position.
	*/
	const Rectangle<int> getComponentDestination (Component* component);

	/** Returns true if the specified component is currently being animated. */
	bool isAnimating (Component* component) const;

	juce_UseDebuggingNewOperator

private:
	class AnimationTask;
	OwnedArray <AnimationTask> tasks;
	uint32 lastTime;

	AnimationTask* findTaskFor (Component* component) const;
	void timerCallback();
};

#endif   // __JUCE_COMPONENTANIMATOR_JUCEHEADER__
/*** End of inlined file: juce_ComponentAnimator.h ***/

class MouseInputSource;
class MouseInputSourceInternal;
class MouseListener;

/**
	Classes can implement this interface and register themselves with the Desktop class
	to receive callbacks when the currently focused component changes.

	@see Desktop::addFocusChangeListener, Desktop::removeFocusChangeListener
*/
class JUCE_API  FocusChangeListener
{
public:
	/** Destructor. */
	virtual ~FocusChangeListener()  {}

	/** Callback to indicate that the currently focused component has changed. */
	virtual void globalFocusChanged (Component* focusedComponent) = 0;
};

/**
	Describes and controls aspects of the computer's desktop.

*/
class JUCE_API  Desktop  : private DeletedAtShutdown,
						   private Timer,
						   private AsyncUpdater
{
public:

	/** There's only one dektop object, and this method will return it.
	*/
	static Desktop& JUCE_CALLTYPE getInstance();

	/** Returns a list of the positions of all the monitors available.

		The first rectangle in the list will be the main monitor area.

		If clippedToWorkArea is true, it will exclude any areas like the taskbar on Windows,
		or the menu bar on Mac. If clippedToWorkArea is false, the entire monitor area is returned.
	*/
	const RectangleList getAllMonitorDisplayAreas (bool clippedToWorkArea = true) const throw();

	/** Returns the position and size of the main monitor.

		If clippedToWorkArea is true, it will exclude any areas like the taskbar on Windows,
		or the menu bar on Mac. If clippedToWorkArea is false, the entire monitor area is returned.
	*/
	const Rectangle<int> getMainMonitorArea (bool clippedToWorkArea = true) const throw();

	/** Returns the position and size of the monitor which contains this co-ordinate.

		If none of the monitors contains the point, this will just return the
		main monitor.

		If clippedToWorkArea is true, it will exclude any areas like the taskbar on Windows,
		or the menu bar on Mac. If clippedToWorkArea is false, the entire monitor area is returned.
	*/
	const Rectangle<int> getMonitorAreaContaining (const Point<int>& position, bool clippedToWorkArea = true) const;

	/** Returns the mouse position.

		The co-ordinates are relative to the top-left of the main monitor.
	*/
	static const Point<int> getMousePosition();

	/** Makes the mouse pointer jump to a given location.

		The co-ordinates are relative to the top-left of the main monitor.
	*/
	static void setMousePosition (const Point<int>& newPosition);

	/** Returns the last position at which a mouse button was pressed.
	*/
	static const Point<int> getLastMouseDownPosition() throw();

	/** Returns the number of times the mouse button has been clicked since the
		app started.

		Each mouse-down event increments this number by 1.
	*/
	static int getMouseButtonClickCounter() throw();

	/** This lets you prevent the screensaver from becoming active.

		Handy if you're running some sort of presentation app where having a screensaver
		appear would be annoying.

		Pass false to disable the screensaver, and true to re-enable it. (Note that this
		won't enable a screensaver unless the user has actually set one up).

		The disablement will only happen while the Juce application is the foreground
		process - if another task is running in front of it, then the screensaver will
		be unaffected.

		@see isScreenSaverEnabled
	*/
	static void setScreenSaverEnabled (bool isEnabled);

	/** Returns true if the screensaver has not been turned off.

		This will return the last value passed into setScreenSaverEnabled(). Note that
		it won't tell you whether the user is actually using a screen saver, just
		whether this app is deliberately preventing one from running.

		@see setScreenSaverEnabled
	*/
	static bool isScreenSaverEnabled();

	/** Registers a MouseListener that will receive all mouse events that occur on
		any component.

		@see removeGlobalMouseListener
	*/
	void addGlobalMouseListener (MouseListener* listener);

	/** Unregisters a MouseListener that was added with the addGlobalMouseListener()
		method.

		@see addGlobalMouseListener
	*/
	void removeGlobalMouseListener (MouseListener* listener);

	/** Registers a MouseListener that will receive a callback whenever the focused
		component changes.
	*/
	void addFocusChangeListener (FocusChangeListener* listener);

	/** Unregisters a listener that was added with addFocusChangeListener(). */
	void removeFocusChangeListener (FocusChangeListener* listener);

	/** Takes a component and makes it full-screen, removing the taskbar, dock, etc.

		The component must already be on the desktop for this method to work. It will
		be resized to completely fill the screen and any extraneous taskbars, menu bars,
		etc will be hidden.

		To exit kiosk mode, just call setKioskModeComponent (0). When this is called,
		the component that's currently being used will be resized back to the size
		and position it was in before being put into this mode.

		If allowMenusAndBars is true, things like the menu and dock (on mac) are still
		allowed to pop up when the mouse moves onto them. If this is false, it'll try
		to hide as much on-screen paraphenalia as possible.
	*/
	void setKioskModeComponent (Component* componentToUse,
								bool allowMenusAndBars = true);

	/** Returns the component that is currently being used in kiosk-mode.

		This is the component that was last set by setKioskModeComponent(). If none
		has been set, this returns 0.
	*/
	Component* getKioskModeComponent() const throw()		{ return kioskModeComponent; }

	/** Returns the number of components that are currently active as top-level
		desktop windows.

		@see getComponent, Component::addToDesktop
	*/
	int getNumComponents() const throw();

	/** Returns one of the top-level desktop window components.

		The index is from 0 to getNumComponents() - 1. This could return 0 if the
		index is out-of-range.

		@see getNumComponents, Component::addToDesktop
	*/
	Component* getComponent (int index) const throw();

	/** Finds the component at a given screen location.

		This will drill down into top-level windows to find the child component at
		the given position.

		Returns 0 if the co-ordinates are inside a non-Juce window.
	*/
	Component* findComponentAt (const Point<int>& screenPosition) const;

	/** The Desktop object has a ComponentAnimator instance which can be used for performing
		your animations.

		Having a single shared ComponentAnimator object makes it more efficient when multiple
		components are being moved around simultaneously. It's also more convenient than having
		to manage your own instance of one.

		@see ComponentAnimator
	*/
	ComponentAnimator& getAnimator() throw()			{ return animator; }

	/** Returns the number of MouseInputSource objects the system has at its disposal.
		In a traditional single-mouse system, there might be only one object. On a multi-touch
		system, there could be one input source per potential finger.
		To find out how many mouse events are currently happening, use getNumDraggingMouseSources().
		@see getMouseSource
	*/
	int getNumMouseSources() const throw()			  { return mouseSources.size(); }

	/** Returns one of the system's MouseInputSource objects.
		The index should be from 0 to getNumMouseSources() - 1. Out-of-range indexes will return
		a null pointer.
		In a traditional single-mouse system, there might be only one object. On a multi-touch
		system, there could be one input source per potential finger.
	*/
	MouseInputSource* getMouseSource (int index) const throw()	  { return mouseSources [index]; }

	/** Returns the main mouse input device that the system is using.
		@see getNumMouseSources()
	*/
	MouseInputSource& getMainMouseSource() const throw()		{ return *mouseSources.getUnchecked(0); }

	/** Returns the number of mouse-sources that are currently being dragged.
		In a traditional single-mouse system, this will be 0 or 1, depending on whether a
		juce component has the button down on it. In a multi-touch system, this could
		be any number from 0 to the number of simultaneous touches that can be detected.
	*/
	int getNumDraggingMouseSources() const throw();

	/** Returns one of the mouse sources that's currently being dragged.
		The index should be between 0 and getNumDraggingMouseSources() - 1. If the index is
		out of range, or if no mice or fingers are down, this will return a null pointer.
	*/
	MouseInputSource* getDraggingMouseSource (int index) const throw();

	/** In a tablet device which can be turned around, this is used to inidicate the orientation. */
	enum DisplayOrientation
	{
		upright		 = 1,  /**< Indicates that the display is the normal way up. */
		upsideDown		  = 2,  /**< Indicates that the display is upside-down. */
		rotatedClockwise	= 4,  /**< Indicates that the display is turned 90 degrees clockwise from its upright position. */
		rotatedAntiClockwise	= 8,  /**< Indicates that the display is turned 90 degrees anti-clockwise from its upright position. */

		allOrientations	 = 1 + 2 + 4 + 8   /**< A combination of all the orientation values */
	};

	/** In a tablet device which can be turned around, this returns the current orientation. */
	DisplayOrientation getCurrentOrientation() const;

	/** Sets which orientations the display is allowed to auto-rotate to.

		For devices that support rotating desktops, this lets you specify which of the orientations your app can use.

		The parameter is a bitwise or-ed combination of the values in DisplayOrientation, and must contain at least one
		set bit.
	*/
	void setOrientationsEnabled (int allowedOrientations);

	/** Returns whether the display is allowed to auto-rotate to the given orientation.
		Each orientation can be enabled using setOrientationEnabled(). By default, all orientations are allowed.
	*/
	bool isOrientationEnabled (DisplayOrientation orientation) const throw();

	juce_UseDebuggingNewOperator

	/** Tells this object to refresh its idea of what the screen resolution is.

		(Called internally by the native code).
	*/
	void refreshMonitorSizes();

	/** True if the OS supports semitransparent windows */
	static bool canUseSemiTransparentWindows() throw();

private:

	static Desktop* instance;

	friend class Component;
	friend class ComponentPeer;
	friend class MouseInputSource;
	friend class MouseInputSourceInternal;
	friend class DeletedAtShutdown;
	friend class TopLevelWindowManager;

	OwnedArray <MouseInputSource> mouseSources;
	void createMouseInputSources();

	ListenerList <MouseListener> mouseListeners;
	ListenerList <FocusChangeListener> focusListeners;

	Array <Component*> desktopComponents;
	Array <Rectangle<int> > monitorCoordsClipped, monitorCoordsUnclipped;

	Point<int> lastFakeMouseMove;
	void sendMouseMove();

	int mouseClickCounter;
	void incrementMouseClickCounter() throw();

	Component* kioskModeComponent;
	Rectangle<int> kioskComponentOriginalBounds;

	int allowedOrientations;

	ComponentAnimator animator;

	void timerCallback();
	void resetTimer();

	int getNumDisplayMonitors() const throw();
	const Rectangle<int> getDisplayMonitorCoordinates (int index, bool clippedToWorkArea) const throw();

	void addDesktopComponent (Component* c);
	void removeDesktopComponent (Component* c);
	void componentBroughtToFront (Component* c);

	void triggerFocusCallback();
	void handleAsyncUpdate();

	Desktop();
	~Desktop();

	Desktop (const Desktop&);
	Desktop& operator= (const Desktop&);
};

#endif   // __JUCE_DESKTOP_JUCEHEADER__
/*** End of inlined file: juce_Desktop.h ***/

class KeyPressMappingSet;
class ApplicationCommandManagerListener;

/**
	One of these objects holds a list of all the commands your app can perform,
	and despatches these commands when needed.

	Application commands are a good way to trigger actions in your app, e.g. "Quit",
	"Copy", "Paste", etc. Menus, buttons and keypresses can all be given commands
	to invoke automatically, which means you don't have to handle the result of a menu
	or button click manually. Commands are despatched to ApplicationCommandTarget objects
	which can choose which events they want to handle.

	This architecture also allows for nested ApplicationCommandTargets, so that for example
	you could have two different objects, one inside the other, both of which can respond to
	a "delete" command. Depending on which one has focus, the command will be sent to the
	appropriate place, regardless of whether it was triggered by a menu, keypress or some other
	method.

	To set up your app to use commands, you'll need to do the following:

	- Create a global ApplicationCommandManager to hold the list of all possible
	  commands. (This will also manage a set of key-mappings for them).

	- Make some of your UI components (or other objects) inherit from ApplicationCommandTarget.
	  This allows the object to provide a list of commands that it can perform, and
	  to handle them.

	- Register each type of command using ApplicationCommandManager::registerAllCommandsForTarget(),
	  or ApplicationCommandManager::registerCommand().

	- If you want key-presses to trigger your commands, use the ApplicationCommandManager::getKeyMappings()
	  method to access the key-mapper object, which you will need to register as a key-listener
	  in whatever top-level component you're using. See the KeyPressMappingSet class for more help
	  about setting this up.

	- Use methods such as PopupMenu::addCommandItem() or Button::setCommandToTrigger() to
	  cause these commands to be invoked automatically.

	- Commands can be invoked directly by your code using ApplicationCommandManager::invokeDirectly().

	When a command is invoked, the ApplicationCommandManager will try to choose the best
	ApplicationCommandTarget to receive the specified command. To do this it will use the
	current keyboard focus to see which component might be interested, and will search the
	component hierarchy for those that also implement the ApplicationCommandTarget interface.
	If an ApplicationCommandTarget isn't interested in the command that is being invoked, then
	the next one in line will be tried (see the ApplicationCommandTarget::getNextCommandTarget()
	method), and so on until ApplicationCommandTarget::getNextCommandTarget() returns 0. At this
	point if the command still hasn't been performed, it will be passed to the current
	JUCEApplication object (which is itself an ApplicationCommandTarget).

	To exert some custom control over which ApplicationCommandTarget is chosen to invoke a command,
	you can override the ApplicationCommandManager::getFirstCommandTarget() method and choose
	the object yourself.

	@see ApplicationCommandTarget, ApplicationCommandInfo
*/
class JUCE_API  ApplicationCommandManager   : private AsyncUpdater,
											  private FocusChangeListener
{
public:

	/** Creates an ApplicationCommandManager.

		Once created, you'll need to register all your app's commands with it, using
		ApplicationCommandManager::registerAllCommandsForTarget() or
		ApplicationCommandManager::registerCommand().
	*/
	ApplicationCommandManager();

	/** Destructor.

		Make sure that you don't delete this if pointers to it are still being used by
		objects such as PopupMenus or Buttons.
	*/
	virtual ~ApplicationCommandManager();

	/** Clears the current list of all commands.

		Note that this will also clear the contents of the KeyPressMappingSet.
	*/
	void clearCommands();

	/** Adds a command to the list of registered commands.

		@see registerAllCommandsForTarget
	*/
	void registerCommand (const ApplicationCommandInfo& newCommand);

	/** Adds all the commands that this target publishes to the manager's list.

		This will use ApplicationCommandTarget::getAllCommands() and ApplicationCommandTarget::getCommandInfo()
		to get details about all the commands that this target can do, and will call
		registerCommand() to add each one to the manger's list.

		@see registerCommand
	*/
	void registerAllCommandsForTarget (ApplicationCommandTarget* target);

	/** Removes the command with a specified ID.

		Note that this will also remove any key mappings that are mapped to the command.
	*/
	void removeCommand (CommandID commandID);

	/** This should be called to tell the manager that one of its registered commands may have changed
		its active status.

		Because the command manager only finds out whether a command is active or inactive by querying
		the current ApplicationCommandTarget, this is used to tell it that things may have changed. It
		allows things like buttons to update their enablement, etc.

		This method will cause an asynchronous call to ApplicationCommandManagerListener::applicationCommandListChanged()
		for any registered listeners.
	*/
	void commandStatusChanged();

	/** Returns the number of commands that have been registered.

		@see registerCommand
	*/
	int getNumCommands() const throw()						  { return commands.size(); }

	/** Returns the details about one of the registered commands.

		The index is between 0 and (getNumCommands() - 1).
	*/
	const ApplicationCommandInfo* getCommandForIndex (int index) const throw()	  { return commands [index]; }

	/** Returns the details about a given command ID.

		This will search the list of registered commands for one with the given command
		ID number, and return its associated info. If no matching command is found, this
		will return 0.
	*/
	const ApplicationCommandInfo* getCommandForID (CommandID commandID) const throw();

	/** Returns the name field for a command.

		An empty string is returned if no command with this ID has been registered.
		@see getDescriptionOfCommand
	*/
	const String getNameOfCommand (CommandID commandID) const throw();

	/** Returns the description field for a command.

		An empty string is returned if no command with this ID has been registered. If the
		command has no description, this will return its short name field instead.

		@see getNameOfCommand
	*/
	const String getDescriptionOfCommand (CommandID commandID) const throw();

	/** Returns the list of categories.

		This will go through all registered commands, and return a list of all the distict
		categoryName values from their ApplicationCommandInfo structure.

		@see getCommandsInCategory()
	*/
	const StringArray getCommandCategories() const;

	/** Returns a list of all the command UIDs in a particular category.

		@see getCommandCategories()
	*/
	const Array <CommandID> getCommandsInCategory (const String& categoryName) const;

	/** Returns the manager's internal set of key mappings.

		This object can be used to edit the keypresses. To actually link this object up
		to invoke commands when a key is pressed, see the comments for the KeyPressMappingSet
		class.

		@see KeyPressMappingSet
	*/
	KeyPressMappingSet* getKeyMappings() const throw()			  { return keyMappings; }

	/** Invokes the given command directly, sending it to the default target.

		This is just an easy way to call invoke() without having to fill out the InvocationInfo
		structure.
	*/
	bool invokeDirectly (CommandID commandID, bool asynchronously);

	/** Sends a command to the default target.

		This will choose a target using getFirstCommandTarget(), and send the specified command
		to it using the ApplicationCommandTarget::invoke() method. This means that if the
		first target can't handle the command, it will be passed on to targets further down the
		chain (see ApplicationCommandTarget::invoke() for more info).

		@param invocationInfo	   this must be correctly filled-in, describing the context for
									the invocation.
		@param asynchronously	   if false, the command will be performed before this method returns.
									If true, a message will be posted so that the command will be performed
									later on the message thread, and this method will return immediately.

		@see ApplicationCommandTarget::invoke
	*/
	bool invoke (const ApplicationCommandTarget::InvocationInfo& invocationInfo,
				 bool asynchronously);

	/** Chooses the ApplicationCommandTarget to which a command should be sent.

		Whenever the manager needs to know which target a command should be sent to, it calls
		this method to determine the first one to try.

		By default, this method will return the target that was set by calling setFirstCommandTarget().
		If no target is set, it will return the result of findDefaultComponentTarget().

		If you need to make sure all commands go via your own custom target, then you can
		either use setFirstCommandTarget() to specify a single target, or override this method
		if you need more complex logic to choose one.

		It may return 0 if no targets are available.

		@see getTargetForCommand, invoke, invokeDirectly
	*/
	virtual ApplicationCommandTarget* getFirstCommandTarget (CommandID commandID);

	/** Sets a target to be returned by getFirstCommandTarget().

		If this is set to 0, then getFirstCommandTarget() will by default return the
		result of findDefaultComponentTarget().

		If you use this to set a target, make sure you call setFirstCommandTarget (0) before
		deleting the target object.
	*/
	void setFirstCommandTarget (ApplicationCommandTarget* newTarget) throw();

	/** Tries to find the best target to use to perform a given command.

		This will call getFirstCommandTarget() to find the preferred target, and will
		check whether that target can handle the given command. If it can't, then it'll use
		ApplicationCommandTarget::getNextCommandTarget() to find the next one to try, and
		so on until no more are available.

		If no targets are found that can perform the command, this method will return 0.

		If a target is found, then it will get the target to fill-in the upToDateInfo
		structure with the latest info about that command, so that the caller can see
		whether the command is disabled, ticked, etc.
	*/
	ApplicationCommandTarget* getTargetForCommand (CommandID commandID,
												   ApplicationCommandInfo& upToDateInfo);

	/** Registers a listener that will be called when various events occur. */
	void addListener (ApplicationCommandManagerListener* listener);

	/** Deregisters a previously-added listener. */
	void removeListener (ApplicationCommandManagerListener* listener);

	/** Looks for a suitable command target based on which Components have the keyboard focus.

		This is used by the default implementation of ApplicationCommandTarget::getFirstCommandTarget(),
		but is exposed here in case it's useful.

		It tries to pick the best ApplicationCommandTarget by looking at focused components, top level
		windows, etc., and using the findTargetForComponent() method.
	*/
	static ApplicationCommandTarget* findDefaultComponentTarget();

	/** Examines this component and all its parents in turn, looking for the first one
		which is a ApplicationCommandTarget.

		Returns the first ApplicationCommandTarget that it finds, or 0 if none of them implement
		that class.
	*/
	static ApplicationCommandTarget* findTargetForComponent (Component* component);

	juce_UseDebuggingNewOperator

private:

	OwnedArray <ApplicationCommandInfo> commands;
	ListenerList <ApplicationCommandManagerListener> listeners;
	ScopedPointer <KeyPressMappingSet> keyMappings;
	ApplicationCommandTarget* firstTarget;

	void sendListenerInvokeCallback (const ApplicationCommandTarget::InvocationInfo& info);
	void handleAsyncUpdate();
	void globalFocusChanged (Component*);

	// xxx this is just here to cause a compile error in old code that hasn't been changed to use the new
	// version of this method.
	virtual short getFirstCommandTarget() { return 0; }

	ApplicationCommandManager (const ApplicationCommandManager&);
	ApplicationCommandManager& operator= (const ApplicationCommandManager&);
};

/**
	A listener that receives callbacks from an ApplicationCommandManager when
	commands are invoked or the command list is changed.

	@see ApplicationCommandManager::addListener, ApplicationCommandManager::removeListener

*/
class JUCE_API  ApplicationCommandManagerListener
{
public:

	/** Destructor. */
	virtual ~ApplicationCommandManagerListener()  {}

	/** Called when an app command is about to be invoked. */
	virtual void applicationCommandInvoked (const ApplicationCommandTarget::InvocationInfo& info) = 0;

	/** Called when commands are registered or deregistered from the
		command manager, or when commands are made active or inactive.

		Note that if you're using this to watch for changes to whether a command is disabled,
		you'll need to make sure that ApplicationCommandManager::commandStatusChanged() is called
		whenever the status of your command might have changed.
	*/
	virtual void applicationCommandListChanged() = 0;
};

#endif   // __JUCE_APPLICATIONCOMMANDMANAGER_JUCEHEADER__
/*** End of inlined file: juce_ApplicationCommandManager.h ***/


#endif
#ifndef __JUCE_APPLICATIONCOMMANDTARGET_JUCEHEADER__

#endif
#ifndef __JUCE_APPLICATIONPROPERTIES_JUCEHEADER__

/*** Start of inlined file: juce_ApplicationProperties.h ***/
#ifndef __JUCE_APPLICATIONPROPERTIES_JUCEHEADER__
#define __JUCE_APPLICATIONPROPERTIES_JUCEHEADER__


/*** Start of inlined file: juce_PropertiesFile.h ***/
#ifndef __JUCE_PROPERTIESFILE_JUCEHEADER__
#define __JUCE_PROPERTIESFILE_JUCEHEADER__

/** Wrapper on a file that stores a list of key/value data pairs.

	Useful for storing application settings, etc. See the PropertySet class for
	the interfaces that read and write values.

	Not designed for very large amounts of data, as it keeps all the values in
	memory and writes them out to disk lazily when they are changed.

	Because this class derives from ChangeBroadcaster, ChangeListeners can be registered
	with it, and these will be signalled when a value changes.

	@see PropertySet
*/
class JUCE_API  PropertiesFile  : public PropertySet,
								  public ChangeBroadcaster,
								  private Timer
{
public:

	enum FileFormatOptions
	{
		ignoreCaseOfKeyNames		= 1,
		storeAsBinary		   = 2,
		storeAsCompressedBinary	 = 4,
		storeAsXML			  = 8
	};

	/**
		Creates a PropertiesFile object.

		@param file			 the file to use
		@param millisecondsBeforeSaving	 if this is zero or greater, then after a value
											is changed, the object will wait for this amount
											of time and then save the file. If zero, the file
											will be written to disk immediately on being changed
											(which might be slow, as it'll re-write synchronously
											each time a value-change method is called). If it is
											less than zero, the file won't be saved until
											save() or saveIfNeeded() are explicitly called.
		@param optionFlags		  a combination of the flags in the FileFormatOptions
											enum, which specify the type of file to save, and other
											options.
		@param processLock		  an optional InterprocessLock object that will be used to
											prevent multiple threads or processes from writing to the file
											at the same time. The PropertiesFile will keep a pointer to
											this object but will not take ownership of it - the caller is
											responsible for making sure that the lock doesn't get deleted
											before the PropertiesFile has been deleted.
	*/
	PropertiesFile (const File& file,
					int millisecondsBeforeSaving,
					int optionFlags,
					InterProcessLock* processLock = 0);

	/** Destructor.

		When deleted, the file will first call saveIfNeeded() to flush any changes to disk.
	*/
	~PropertiesFile();

	/** Returns true if this file was created from a valid (or non-existent) file.
		If the file failed to load correctly because it was corrupt or had insufficient
		access, this will be false.
	*/
	bool isValidFile() const throw()		{ return loadedOk; }

	/** This will flush all the values to disk if they've changed since the last
		time they were saved.

		Returns false if it fails to write to the file for some reason (maybe because
		it's read-only or the directory doesn't exist or something).

		@see save
	*/
	bool saveIfNeeded();

	/** This will force a write-to-disk of the current values, regardless of whether
		anything has changed since the last save.

		Returns false if it fails to write to the file for some reason (maybe because
		it's read-only or the directory doesn't exist or something).

		@see saveIfNeeded
	*/
	bool save();

	/** Returns true if the properties have been altered since the last time they were saved.
		The file is flagged as needing to be saved when you change a value, but you can
		explicitly set this flag with setNeedsToBeSaved().
	*/
	bool needsToBeSaved() const;

	/** Explicitly sets the flag to indicate whether the file needs saving or not.
		@see needsToBeSaved
	*/
	void setNeedsToBeSaved (bool needsToBeSaved);

	/** Returns the file that's being used. */
	const File getFile() const				  { return file; }

	/** Handy utility to create a properties file in whatever the standard OS-specific
		location is for these things.

		This uses getDefaultAppSettingsFile() to decide what file to create, then
		creates a PropertiesFile object with the specified properties. See
		getDefaultAppSettingsFile() and the class's constructor for descriptions of
		what the parameters do.

		@see getDefaultAppSettingsFile
	*/
	static PropertiesFile* createDefaultAppPropertiesFile (const String& applicationName,
														   const String& fileNameSuffix,
														   const String& folderName,
														   bool commonToAllUsers,
														   int millisecondsBeforeSaving,
														   int propertiesFileOptions,
														   InterProcessLock* processLock = 0);

	/** Handy utility to choose a file in the standard OS-dependent location for application
		settings files.

		So on a Mac, this will return a file called:
		~/Library/Preferences/[folderName]/[applicationName].[fileNameSuffix]

		On Windows it'll return something like:
		C:\\Documents and Settings\\username\\Application Data\\[folderName]\\[applicationName].[fileNameSuffix]

		On Linux it'll return
		~/.[folderName]/[applicationName].[fileNameSuffix]

		If you pass an empty string as the folder name, it'll use the app name for this (or
		omit the folder name on the Mac).

		If commonToAllUsers is true, then this will return the same file for all users of the
		computer, regardless of the current user. If it is false, the file will be specific to
		only the current user. Use this to choose whether you're saving settings that are common
		or user-specific.
	*/
	static const File getDefaultAppSettingsFile (const String& applicationName,
												 const String& fileNameSuffix,
												 const String& folderName,
												 bool commonToAllUsers);

	juce_UseDebuggingNewOperator

protected:
	virtual void propertyChanged();

private:

	File file;
	int timerInterval;
	const int options;
	bool loadedOk, needsWriting;

	InterProcessLock* processLock;
	typedef const ScopedPointer<InterProcessLock::ScopedLockType> ProcessScopedLock;
	InterProcessLock::ScopedLockType* createProcessLock() const;

	void timerCallback();

	PropertiesFile (const PropertiesFile&);
	PropertiesFile& operator= (const PropertiesFile&);
};

#endif   // __JUCE_PROPERTIESFILE_JUCEHEADER__
/*** End of inlined file: juce_PropertiesFile.h ***/

/**
	Manages a collection of properties.

	This is a slightly higher-level wrapper for PropertiesFile, which can be used
	as a singleton.

	It holds two different PropertiesFile objects internally, one for user-specific
	settings (stored in your user directory), and one for settings that are common to
	all users (stored in a folder accessible to all users).

	The class manages the creation of these files on-demand, allowing access via the
	getUserSettings() and getCommonSettings() methods. It also has a few handy
	methods like testWriteAccess() to check that the files can be saved.

	If you're using one of these as a singleton, then your app's start-up code should
	first of all call setStorageParameters() to tell it the parameters to use to create
	the properties files.

	@see PropertiesFile
*/
class JUCE_API  ApplicationProperties   : public DeletedAtShutdown
{
public:

	/**
		Creates an ApplicationProperties object.

		Before using it, you must call setStorageParameters() to give it the info
		it needs to create the property files.
	*/
	ApplicationProperties();

	/** Destructor. */
	~ApplicationProperties();

	juce_DeclareSingleton (ApplicationProperties, false)

	/** Gives the object the information it needs to create the appropriate properties files.

		See the comments for PropertiesFile::createDefaultAppPropertiesFile() for more
		info about how these parameters are used.
	*/
	void setStorageParameters (const String& applicationName,
							   const String& fileNameSuffix,
							   const String& folderName,
							   int millisecondsBeforeSaving,
							   int propertiesFileOptions,
							   InterProcessLock* processLock = 0);

	/** Tests whether the files can be successfully written to, and can show
		an error message if not.

		Returns true if none of the tests fail.

		@param testUserSettings	 if true, the user settings file will be tested
		@param testCommonSettings   if true, the common settings file will be tested
		@param showWarningDialogOnFailure   if true, the method will show a helpful error
									message box if either of the tests fail
	*/
	bool testWriteAccess (bool testUserSettings,
						  bool testCommonSettings,
						  bool showWarningDialogOnFailure);

	/** Returns the user settings file.

		The first time this is called, it will create and load the properties file.

		Note that when you search the user PropertiesFile for a value that it doesn't contain,
		the common settings are used as a second-chance place to look. This is done via the
		PropertySet::setFallbackPropertySet() method - by default the common settings are set
		to the fallback for the user settings.

		@see getCommonSettings
	*/
	PropertiesFile* getUserSettings();

	/** Returns the common settings file.

		The first time this is called, it will create and load the properties file.

		@param returnUserPropsIfReadOnly  if this is true, and the common properties file is
							read-only (e.g. because the user doesn't have permission to write
							to shared files), then this will return the user settings instead,
							(like getUserSettings() would do). This is handy if you'd like to
							write a value to the common settings, but if that's no possible,
							then you'd rather write to the user settings than none at all.
							If returnUserPropsIfReadOnly is false, this method will always return
							the common settings, even if any changes to them can't be saved.
		@see getUserSettings
	*/
	PropertiesFile* getCommonSettings (bool returnUserPropsIfReadOnly);

	/** Saves both files if they need to be saved.

		@see PropertiesFile::saveIfNeeded
	*/
	bool saveIfNeeded();

	/** Flushes and closes both files if they are open.

		This flushes any pending changes to disk with PropertiesFile::saveIfNeeded()
		and closes both files. They will then be re-opened the next time getUserSettings()
		or getCommonSettings() is called.
	*/
	void closeFiles();

	juce_UseDebuggingNewOperator

private:

	ScopedPointer <PropertiesFile> userProps, commonProps;

	String appName, fileSuffix, folderName;
	int msBeforeSaving, options;
	int commonSettingsAreReadOnly;
	InterProcessLock* processLock;

	ApplicationProperties (const ApplicationProperties&);
	ApplicationProperties& operator= (const ApplicationProperties&);

	void openFiles();
};

#endif   // __JUCE_APPLICATIONPROPERTIES_JUCEHEADER__
/*** End of inlined file: juce_ApplicationProperties.h ***/


#endif
#ifndef __JUCE_AIFFAUDIOFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_AiffAudioFormat.h ***/
#ifndef __JUCE_AIFFAUDIOFORMAT_JUCEHEADER__
#define __JUCE_AIFFAUDIOFORMAT_JUCEHEADER__


/*** Start of inlined file: juce_AudioFormat.h ***/
#ifndef __JUCE_AUDIOFORMAT_JUCEHEADER__
#define __JUCE_AUDIOFORMAT_JUCEHEADER__


/*** Start of inlined file: juce_AudioFormatReader.h ***/
#ifndef __JUCE_AUDIOFORMATREADER_JUCEHEADER__
#define __JUCE_AUDIOFORMATREADER_JUCEHEADER__


/*** Start of inlined file: juce_AudioDataConverters.h ***/
#ifndef __JUCE_AUDIODATACONVERTERS_JUCEHEADER__
#define __JUCE_AUDIODATACONVERTERS_JUCEHEADER__

/**
	This class a container which holds all the classes pertaining to the AudioData::Pointer
	audio sample format class.

	@see AudioData::Pointer.
*/
class JUCE_API  AudioData
{
public:

	// These types can be used as the SampleFormat template parameter for the AudioData::Pointer class.

	class Int8;	   /**< Used as a template parameter for AudioData::Pointer. Indicates an 8-bit integer packed data format. */
	class UInt8;	  /**< Used as a template parameter for AudioData::Pointer. Indicates an 8-bit unsigned integer packed data format. */
	class Int16;	  /**< Used as a template parameter for AudioData::Pointer. Indicates an 16-bit integer packed data format. */
	class Int24;	  /**< Used as a template parameter for AudioData::Pointer. Indicates an 24-bit integer packed data format. */
	class Int32;	  /**< Used as a template parameter for AudioData::Pointer. Indicates an 32-bit integer packed data format. */
	class Float32;	/**< Used as a template parameter for AudioData::Pointer. Indicates an 32-bit float data format. */

	// These types can be used as the Endianness template parameter for the AudioData::Pointer class.

	class BigEndian;	  /**< Used as a template parameter for AudioData::Pointer. Indicates that the samples are stored in big-endian order. */
	class LittleEndian;   /**< Used as a template parameter for AudioData::Pointer. Indicates that the samples are stored in little-endian order. */
	class NativeEndian;   /**< Used as a template parameter for AudioData::Pointer. Indicates that the samples are stored in the CPU's native endianness. */

	// These types can be used as the InterleavingType template parameter for the AudioData::Pointer class.

	class NonInterleaved; /**< Used as a template parameter for AudioData::Pointer. Indicates that the samples are stored contiguously. */
	class Interleaved;	/**< Used as a template parameter for AudioData::Pointer. Indicates that the samples are interleaved with a number of other channels. */

	// These types can be used as the Constness template parameter for the AudioData::Pointer class.

	class NonConst; /**< Used as a template parameter for AudioData::Pointer. Indicates that the pointer can be used for non-const data. */
	class Const;	/**< Used as a template parameter for AudioData::Pointer. Indicates that the samples can only be used for const data.. */

	/**
		A pointer to a block of audio data with a particular encoding.

		This object can be used to read and write from blocks of encoded audio samples. To create one, you specify
		the audio format as a series of template parameters, e.g.
		@code
		// this creates a pointer for reading from a const array of 16-bit little-endian packed samples.
		AudioData::Pointer <AudioData::Int16,
							AudioData::LittleEndian,
							AudioData::NonInterleaved,
							AudioData::Const> pointer (someRawAudioData);

		// These methods read the sample that is being pointed to
		float firstSampleAsFloat = pointer.getAsFloat();
		int32 firstSampleAsInt = pointer.getAsInt32();
		++pointer; // moves the pointer to the next sample.
		pointer += 3; // skips the next 3 samples.
		@endcode

		The convertSamples() method lets you copy a range of samples from one format to another, automatically
		converting its format.

		@see AudioData::Converter
	*/
	template <typename SampleFormat,
			  typename Endianness,
			  typename InterleavingType,
			  typename Constness>
	class Pointer   : private InterleavingType
	{
	public:

		/** Creates a non-interleaved pointer from some raw data in the appropriate format.
			This constructor is only used if you've specified the AudioData::NonInterleaved option -
			for interleaved formats, use the constructor that also takes a number of channels.
		*/
		Pointer (typename Constness::VoidType* sourceData) throw()
			: data (Constness::toVoidPtr (sourceData))
		{
			// If you're using interleaved data, call the other constructor! If you're using non-interleaved data,
			// you should pass NonInterleaved as the template parameter for the interleaving type!
			static_jassert (InterleavingType::isInterleavedType == 0);
		}

		/** Creates a pointer from some raw data in the appropriate format with the specified number of interleaved channels.
			For non-interleaved data, use the other constructor.
		*/
		Pointer (typename Constness::VoidType* sourceData, int numInterleavedChannels) throw()
			: InterleavingType (numInterleavedChannels),
			  data (Constness::toVoidPtr (sourceData))
		{
		}

		/** Creates a copy of another pointer. */
		Pointer (const Pointer& other) throw()
			: InterleavingType (other),
			  data (other.data)
		{
		}

		Pointer& operator= (const Pointer& other) throw()
		{
			data = other.data;
			InterleavingType::copyFrom (other);
			return *this;
		}

		/** Returns the value of the first sample as a floating point value.
			The value will be in the range -1.0 to 1.0 for integer formats. For floating point
			formats, the value could be outside that range, although -1 to 1 is the standard range.
		*/
		inline float getAsFloat() const throw()		 { return Endianness::getAsFloat (data); }

		/** Sets the value of the first sample as a floating point value.

			(This method can only be used if the AudioData::NonConst option was used).
			The value should be in the range -1.0 to 1.0 - for integer formats, values outside that
			range will be clipped. For floating point formats, any value passed in here will be
			written directly, although -1 to 1 is the standard range.
		*/
		inline void setAsFloat (float newValue) throw()
		{
			static_jassert (Constness::isConst == 0); // trying to write to a const pointer! For a writeable one, use AudioData::NonConst instead!
			Endianness::setAsFloat (data, newValue);
		}

		/** Returns the value of the first sample as a 32-bit integer.
			The value returned will be in the range 0x80000000 to 0x7fffffff, and shorter values will be
			shifted to fill this range (e.g. if you're reading from 24-bit data, the values will be shifted up
			by 8 bits when returned here). If the source data is floating point, values beyond -1.0 to 1.0 will
			be clipped so that -1.0 maps onto -0x7fffffff and 1.0 maps to 0x7fffffff.
		*/
		inline int32 getAsInt32() const throw()		 { return Endianness::getAsInt32 (data); }

		/** Sets the value of the first sample as a 32-bit integer.
			This will be mapped to the range of the format that is being written - see getAsInt32().
		*/
		inline void setAsInt32 (int32 newValue) throw()
		{
			static_jassert (Constness::isConst == 0); // trying to write to a const pointer! For a writeable one, use AudioData::NonConst instead!
			Endianness::setAsInt32 (data, newValue);
		}

		/** Moves the pointer along to the next sample. */
		inline Pointer& operator++() throw()			{ advance(); return *this; }

		/** Moves the pointer back to the previous sample. */
		inline Pointer& operator--() throw()			{ advanceDataBy (data, -1); return *this; }

		/** Adds a number of samples to the pointer's position. */
		Pointer& operator+= (int samplesToJump) throw()	 { advanceDataBy (data, samplesToJump); return *this; }

		/** Writes a stream of samples into this pointer from another pointer.
			This will copy the specified number of samples, converting between formats appropriately.
		*/
		void convertSamples (Pointer source, int numSamples) const throw()
		{
			static_jassert (Constness::isConst == 0); // trying to write to a const pointer! For a writeable one, use AudioData::NonConst instead!

			Pointer dest (*this);
			while (--numSamples >= 0)
			{
				dest.data.copyFromSameType (source.data);
				dest.advance();
				source.advance();
			}
		}

		/** Writes a stream of samples into this pointer from another pointer.
			This will copy the specified number of samples, converting between formats appropriately.
		*/
		template <class OtherPointerType>
		void convertSamples (OtherPointerType source, int numSamples) const throw()
		{
			static_jassert (Constness::isConst == 0); // trying to write to a const pointer! For a writeable one, use AudioData::NonConst instead!

			Pointer dest (*this);

			if (source.getRawData() != getRawData() || source.getNumBytesBetweenSamples() >= getNumBytesBetweenSamples())
			{
				while (--numSamples >= 0)
				{
					Endianness::copyFrom (dest.data, source);
					dest.advance();
					++source;
				}
			}
			else // copy backwards if we're increasing the sample width..
			{
				dest += numSamples;
				source += numSamples;

				while (--numSamples >= 0)
					Endianness::copyFrom ((--dest).data, --source);
			}
		}

		/** Sets a number of samples to zero. */
		void clearSamples (int numSamples) const throw()
		{
			Pointer dest (*this);
			dest.clear (dest.data, numSamples);
		}

		/** Returns true if the pointer is using a floating-point format. */
		static bool isFloatingPoint() throw()		   { return (bool) SampleFormat::isFloat; }

		/** Returns true if the format is big-endian. */
		static bool isBigEndian() throw()			   { return (bool) Endianness::isBigEndian; }

		/** Returns the number of bytes in each sample (ignoring the number of interleaved channels). */
		static int getBytesPerSample() throw()		  { return (int) SampleFormat::bytesPerSample; }

		/** Returns the number of interleaved channels in the format. */
		int getNumInterleavedChannels() const throw()	   { return (int) this->numInterleavedChannels; }

		/** Returns the number of bytes between the start address of each sample. */
		int getNumBytesBetweenSamples() const throw()	   { return InterleavingType::getNumBytesBetweenSamples (data); }

		/** Returns the accuracy of this format when represented as a 32-bit integer.
			This is the smallest number above 0 that can be represented in the sample format, converted to
			a 32-bit range. E,g. if the format is 8-bit, its resolution is 0x01000000; if the format is 24-bit,
			its resolution is 0x100.
		*/
		static int get32BitResolution() throw()		 { return (int) SampleFormat::resolution; }

		/** Returns a pointer to the underlying data. */
		const void* getRawData() const throw()		  { return data.data; }

	private:

		SampleFormat data;

		inline void advance() throw()			   { advanceData (data); }

		Pointer operator++ (int); // private to force you to use the more efficient pre-increment!
		Pointer operator-- (int);
	};

	/** A base class for objects that are used to convert between two different sample formats.

		The AudioData::ConverterInstance implements this base class and can be templated, so
		you can create an instance that converts between two particular formats, and then
		store this in the abstract base class.

		@see AudioData::ConverterInstance
	*/
	class Converter
	{
	public:
		virtual ~Converter() {}

		/** Converts a sequence of samples from the converter's source format into the dest format. */
		virtual void convertSamples (void* destSamples, const void* sourceSamples, int numSamples) const = 0;

		/** Converts a sequence of samples from the converter's source format into the dest format.
			This method takes sub-channel indexes, which can be used with interleaved formats in order to choose a
			particular sub-channel of the data to be used.
		*/
		virtual void convertSamples (void* destSamples, int destSubChannel,
									 const void* sourceSamples, int sourceSubChannel, int numSamples) const = 0;
	};

	/**
		A class that converts between two templated AudioData::Pointer types, and which
		implements the AudioData::Converter interface.

		This can be used as a concrete instance of the AudioData::Converter abstract class.

		@see AudioData::Converter
	*/
	template <class SourceSampleType, class DestSampleType>
	class ConverterInstance  : public Converter
	{
	public:
		ConverterInstance (int numSourceChannels = 1, int numDestChannels = 1)
			: sourceChannels (numSourceChannels), destChannels (numDestChannels)
		{}

		~ConverterInstance() {}

		void convertSamples (void* dest, const void* source, int numSamples) const
		{
			SourceSampleType s (source, sourceChannels);
			DestSampleType d (dest, destChannels);
			d.convertSamples (s, numSamples);
		}

		void convertSamples (void* dest, int destSubChannel,
							 const void* source, int sourceSubChannel, int numSamples) const
		{
			jassert (destSubChannel < destChannels && sourceSubChannel < sourceChannels);

			SourceSampleType s (addBytesToPointer (source, sourceSubChannel * SourceSampleType::getBytesPerSample()), sourceChannels);
			DestSampleType d (addBytesToPointer (dest, destSubChannel * DestSampleType::getBytesPerSample()), destChannels);
			d.convertSamples (s, numSamples);
		}

	private:
		ConverterInstance (const ConverterInstance&);
		ConverterInstance& operator= (const ConverterInstance&);

		const int sourceChannels, destChannels;
	};
};

#ifndef DOXYGEN

class AudioData::BigEndian
{
public:
	template <class SampleFormatType> static inline float getAsFloat (SampleFormatType& s) throw()			  { return s.getAsFloatBE(); }
	template <class SampleFormatType> static inline void setAsFloat (SampleFormatType& s, float newValue) throw()	   { s.setAsFloatBE (newValue); }
	template <class SampleFormatType> static inline int32 getAsInt32 (SampleFormatType& s) throw()			  { return s.getAsInt32BE(); }
	template <class SampleFormatType> static inline void setAsInt32 (SampleFormatType& s, int32 newValue) throw()	   { s.setAsInt32BE (newValue); }
	template <class SourceType, class DestType> static inline void copyFrom (DestType& dest, SourceType& source) throw()	{ dest.copyFromBE (source); }
	enum { isBigEndian = 1 };
};

class AudioData::LittleEndian
{
public:
	template <class SampleFormatType> static inline float getAsFloat (SampleFormatType& s) throw()			  { return s.getAsFloatLE(); }
	template <class SampleFormatType> static inline void setAsFloat (SampleFormatType& s, float newValue) throw()	   { s.setAsFloatLE (newValue); }
	template <class SampleFormatType> static inline int32 getAsInt32 (SampleFormatType& s) throw()			  { return s.getAsInt32LE(); }
	template <class SampleFormatType> static inline void setAsInt32 (SampleFormatType& s, int32 newValue) throw()	   { s.setAsInt32LE (newValue); }
	template <class SourceType, class DestType> static inline void copyFrom (DestType& dest, SourceType& source) throw()	{ dest.copyFromLE (source); }
	enum { isBigEndian = 0 };
};

#if JUCE_BIG_ENDIAN
 class AudioData::NativeEndian   : public AudioData::BigEndian  {};
#else
 class AudioData::NativeEndian   : public AudioData::LittleEndian  {};
#endif

class AudioData::Int8
{
public:
	inline Int8 (void* data_) throw()   : data (static_cast <int8*> (data_))  {}

	inline void advance() throw()			   { ++data; }
	inline void skip (int numSamples) throw()		   { data += numSamples; }
	inline float getAsFloatLE() const throw()		   { return (float) (*data * (1.0 / (1.0 + maxValue))); }
	inline float getAsFloatBE() const throw()		   { return getAsFloatLE(); }
	inline void setAsFloatLE (float newValue) throw()	   { *data = (int8) jlimit ((int) -maxValue, (int) maxValue, roundToInt (newValue * (1.0 + maxValue))); }
	inline void setAsFloatBE (float newValue) throw()	   { setAsFloatLE (newValue); }
	inline int32 getAsInt32LE() const throw()		   { return (int) (*data << 24); }
	inline int32 getAsInt32BE() const throw()		   { return getAsInt32LE(); }
	inline void setAsInt32LE (int newValue) throw()	 { *data = (int8) (newValue >> 24); }
	inline void setAsInt32BE (int newValue) throw()	 { setAsInt32LE (newValue); }
	inline void clear() throw()				 { *data = 0; }
	inline void clearMultiple (int num) throw()		 { zeromem (data, num * bytesPerSample) ;}
	template <class SourceType> inline void copyFromLE (SourceType& source) throw()	 { setAsInt32LE (source.getAsInt32()); }
	template <class SourceType> inline void copyFromBE (SourceType& source) throw()	 { setAsInt32BE (source.getAsInt32()); }
	inline void copyFromSameType (Int8& source) throw()	 { *data = *source.data; }

	int8* data;
	enum { bytesPerSample = 1, maxValue = 0x7f, resolution = (1 << 24), isFloat = 0 };
};

class AudioData::UInt8
{
public:
	inline UInt8 (void* data_) throw()   : data (static_cast <uint8*> (data_))  {}

	inline void advance() throw()			   { ++data; }
	inline void skip (int numSamples) throw()		   { data += numSamples; }
	inline float getAsFloatLE() const throw()		   { return (float) ((*data - 128) * (1.0 / (1.0 + maxValue))); }
	inline float getAsFloatBE() const throw()		   { return getAsFloatLE(); }
	inline void setAsFloatLE (float newValue) throw()	   { *data = (uint8) jlimit (0, 255, 128 + roundToInt (newValue * (1.0 + maxValue))); }
	inline void setAsFloatBE (float newValue) throw()	   { setAsFloatLE (newValue); }
	inline int32 getAsInt32LE() const throw()		   { return (int) ((*data - 128) << 24); }
	inline int32 getAsInt32BE() const throw()		   { return getAsInt32LE(); }
	inline void setAsInt32LE (int newValue) throw()	 { *data = (uint8) (128 + (newValue >> 24)); }
	inline void setAsInt32BE (int newValue) throw()	 { setAsInt32LE (newValue); }
	inline void clear() throw()				 { *data = 128; }
	inline void clearMultiple (int num) throw()		 { memset (data, 128, num) ;}
	template <class SourceType> inline void copyFromLE (SourceType& source) throw()	 { setAsInt32LE (source.getAsInt32()); }
	template <class SourceType> inline void copyFromBE (SourceType& source) throw()	 { setAsInt32BE (source.getAsInt32()); }
	inline void copyFromSameType (UInt8& source) throw()	{ *data = *source.data; }

	uint8* data;
	enum { bytesPerSample = 1, maxValue = 0x7f, resolution = (1 << 24), isFloat = 0 };
};

class AudioData::Int16
{
public:
	inline Int16 (void* data_) throw()   : data (static_cast <uint16*> (data_))  {}

	inline void advance() throw()			   { ++data; }
	inline void skip (int numSamples) throw()		   { data += numSamples; }
	inline float getAsFloatLE() const throw()		   { return (float) ((1.0 / (1.0 + maxValue)) * (int16) ByteOrder::swapIfBigEndian (*data)); }
	inline float getAsFloatBE() const throw()		   { return (float) ((1.0 / (1.0 + maxValue)) * (int16) ByteOrder::swapIfLittleEndian (*data)); }
	inline void setAsFloatLE (float newValue) throw()	   { *data = ByteOrder::swapIfBigEndian ((uint16) jlimit ((int16) -maxValue, (int16) maxValue, (int16) roundToInt (newValue * (1.0 + maxValue)))); }
	inline void setAsFloatBE (float newValue) throw()	   { *data = ByteOrder::swapIfLittleEndian ((uint16) jlimit ((int16) -maxValue, (int16) maxValue, (int16) roundToInt (newValue * (1.0 + maxValue)))); }
	inline int32 getAsInt32LE() const throw()		   { return (int32) (ByteOrder::swapIfBigEndian ((uint16) *data) << 16); }
	inline int32 getAsInt32BE() const throw()		   { return (int32) (ByteOrder::swapIfLittleEndian ((uint16) *data) << 16); }
	inline void setAsInt32LE (int32 newValue) throw()	   { *data = ByteOrder::swapIfBigEndian ((uint16) (newValue >> 16)); }
	inline void setAsInt32BE (int32 newValue) throw()	   { *data = ByteOrder::swapIfLittleEndian ((uint16) (newValue >> 16)); }
	inline void clear() throw()				 { *data = 0; }
	inline void clearMultiple (int num) throw()		 { zeromem (data, num * bytesPerSample) ;}
	template <class SourceType> inline void copyFromLE (SourceType& source) throw()	 { setAsInt32LE (source.getAsInt32()); }
	template <class SourceType> inline void copyFromBE (SourceType& source) throw()	 { setAsInt32BE (source.getAsInt32()); }
	inline void copyFromSameType (Int16& source) throw()	{ *data = *source.data; }

	uint16* data;
	enum { bytesPerSample = 2, maxValue = 0x7fff, resolution = (1 << 16), isFloat = 0 };
};

class AudioData::Int24
{
public:
	inline Int24 (void* data_) throw()   : data (static_cast <char*> (data_))  {}

	inline void advance() throw()			   { data += 3; }
	inline void skip (int numSamples) throw()		   { data += 3 * numSamples; }
	inline float getAsFloatLE() const throw()		   { return (float) (ByteOrder::littleEndian24Bit (data) * (1.0 / (1.0 + maxValue))); }
	inline float getAsFloatBE() const throw()		   { return (float) (ByteOrder::bigEndian24Bit (data) * (1.0 / (1.0 + maxValue))); }
	inline void setAsFloatLE (float newValue) throw()	   { ByteOrder::littleEndian24BitToChars (jlimit ((int) -maxValue, (int) maxValue, roundToInt (newValue * (1.0 + maxValue))), data); }
	inline void setAsFloatBE (float newValue) throw()	   { ByteOrder::bigEndian24BitToChars (jlimit ((int) -maxValue, (int) maxValue, roundToInt (newValue * (1.0 + maxValue))), data); }
	inline int32 getAsInt32LE() const throw()		   { return (int32) ByteOrder::littleEndian24Bit (data) << 8; }
	inline int32 getAsInt32BE() const throw()		   { return (int32) ByteOrder::bigEndian24Bit (data) << 8; }
	inline void setAsInt32LE (int32 newValue) throw()	   { ByteOrder::littleEndian24BitToChars (newValue >> 8, data); }
	inline void setAsInt32BE (int32 newValue) throw()	   { ByteOrder::bigEndian24BitToChars (newValue >> 8, data); }
	inline void clear() throw()				 { data[0] = 0; data[1] = 0; data[2] = 0; }
	inline void clearMultiple (int num) throw()		 { zeromem (data, num * bytesPerSample) ;}
	template <class SourceType> inline void copyFromLE (SourceType& source) throw()	 { setAsInt32LE (source.getAsInt32()); }
	template <class SourceType> inline void copyFromBE (SourceType& source) throw()	 { setAsInt32BE (source.getAsInt32()); }
	inline void copyFromSameType (Int24& source) throw()	{ data[0] = source.data[0]; data[1] = source.data[1]; data[2] = source.data[2]; }

	char* data;
	enum { bytesPerSample = 3, maxValue = 0x7fffff, resolution = (1 << 8), isFloat = 0 };
};

class AudioData::Int32
{
public:
	inline Int32 (void* data_) throw()   : data (static_cast <uint32*> (data_))  {}

	inline void advance() throw()			   { ++data; }
	inline void skip (int numSamples) throw()		   { data += numSamples; }
	inline float getAsFloatLE() const throw()		   { return (float) ((1.0 / (1.0 + maxValue)) * (int32) ByteOrder::swapIfBigEndian (*data)); }
	inline float getAsFloatBE() const throw()		   { return (float) ((1.0 / (1.0 + maxValue)) * (int32) ByteOrder::swapIfLittleEndian (*data)); }
	inline void setAsFloatLE (float newValue) throw()	   { *data = ByteOrder::swapIfBigEndian ((uint32) jlimit ((int) -maxValue, (int) maxValue, roundToInt (newValue * (1.0 + maxValue)))); }
	inline void setAsFloatBE (float newValue) throw()	   { *data = ByteOrder::swapIfLittleEndian ((uint32) jlimit ((int) -maxValue, (int) maxValue, roundToInt (newValue * (1.0 + maxValue)))); }
	inline int32 getAsInt32LE() const throw()		   { return (int32) ByteOrder::swapIfBigEndian (*data); }
	inline int32 getAsInt32BE() const throw()		   { return (int32) ByteOrder::swapIfLittleEndian (*data); }
	inline void setAsInt32LE (int32 newValue) throw()	   { *data = ByteOrder::swapIfBigEndian ((uint32) newValue); }
	inline void setAsInt32BE (int32 newValue) throw()	   { *data = ByteOrder::swapIfLittleEndian ((uint32) newValue); }
	inline void clear() throw()				 { *data = 0; }
	inline void clearMultiple (int num) throw()		 { zeromem (data, num * bytesPerSample) ;}
	template <class SourceType> inline void copyFromLE (SourceType& source) throw()	 { setAsInt32LE (source.getAsInt32()); }
	template <class SourceType> inline void copyFromBE (SourceType& source) throw()	 { setAsInt32BE (source.getAsInt32()); }
	inline void copyFromSameType (Int32& source) throw()	{ *data = *source.data; }

	uint32* data;
	enum { bytesPerSample = 4, maxValue = 0x7fffffff, resolution = 1, isFloat = 0 };
};

class AudioData::Float32
{
public:
	inline Float32 (void* data_) throw()  : data (static_cast <float*> (data_))  {}

	inline void advance() throw()			   { ++data; }
	inline void skip (int numSamples) throw()		   { data += numSamples; }
   #if JUCE_BIG_ENDIAN
	inline float getAsFloatBE() const throw()		   { return *data; }
	inline void setAsFloatBE (float newValue) throw()	   { *data = newValue; }
	inline float getAsFloatLE() const throw()		   { union { uint32 asInt; float asFloat; } n; n.asInt = ByteOrder::swap (*(uint32*) data); return n.asFloat; }
	inline void setAsFloatLE (float newValue) throw()	   { union { uint32 asInt; float asFloat; } n; n.asFloat = newValue; *(uint32*) data = ByteOrder::swap (n.asInt); }
   #else
	inline float getAsFloatLE() const throw()		   { return *data; }
	inline void setAsFloatLE (float newValue) throw()	   { *data = newValue; }
	inline float getAsFloatBE() const throw()		   { union { uint32 asInt; float asFloat; } n; n.asInt = ByteOrder::swap (*(uint32*) data); return n.asFloat; }
	inline void setAsFloatBE (float newValue) throw()	   { union { uint32 asInt; float asFloat; } n; n.asFloat = newValue; *(uint32*) data = ByteOrder::swap (n.asInt); }
   #endif
	inline int32 getAsInt32LE() const throw()		   { return (int32) roundToInt (jlimit (-1.0f, 1.0f, getAsFloatLE()) * (1.0 + maxValue)); }
	inline int32 getAsInt32BE() const throw()		   { return (int32) roundToInt (jlimit (-1.0f, 1.0f, getAsFloatBE()) * (1.0 + maxValue)); }
	inline void setAsInt32LE (int32 newValue) throw()	   { setAsFloatLE ((float) (newValue * (1.0 / (1.0 + maxValue)))); }
	inline void setAsInt32BE (int32 newValue) throw()	   { setAsFloatBE ((float) (newValue * (1.0 / (1.0 + maxValue)))); }
	inline void clear() throw()				 { *data = 0; }
	inline void clearMultiple (int num) throw()		 { zeromem (data, num * bytesPerSample) ;}
	template <class SourceType> inline void copyFromLE (SourceType& source) throw()	 { setAsFloatLE (source.getAsFloat()); }
	template <class SourceType> inline void copyFromBE (SourceType& source) throw()	 { setAsFloatBE (source.getAsFloat()); }
	inline void copyFromSameType (Float32& source) throw()  { *data = *source.data; }

	float* data;
	enum { bytesPerSample = 4, maxValue = 0x7fffffff, resolution = (1 << 8), isFloat = 1 };
};

class AudioData::NonInterleaved
{
public:
	inline NonInterleaved() throw() {}
	inline NonInterleaved (const NonInterleaved&) throw() {}
	inline NonInterleaved (const int) throw() {}
	inline void copyFrom (const NonInterleaved&) throw() {}
	template <class SampleFormatType> inline void advanceData (SampleFormatType& s) throw()			 { s.advance(); }
	template <class SampleFormatType> inline void advanceDataBy (SampleFormatType& s, int numSamples) throw()   { s.skip (numSamples); }
	template <class SampleFormatType> inline void clear (SampleFormatType& s, int numSamples) throw()	   { s.clearMultiple (numSamples); }
	template <class SampleFormatType> inline static int getNumBytesBetweenSamples (const SampleFormatType&) throw() { return SampleFormatType::bytesPerSample; }

	enum { isInterleavedType = 0, numInterleavedChannels = 1 };
};

class AudioData::Interleaved
{
public:
	inline Interleaved() throw() : numInterleavedChannels (1) {}
	inline Interleaved (const Interleaved& other) throw() : numInterleavedChannels (other.numInterleavedChannels) {}
	inline Interleaved (const int numInterleavedChannels_) throw() : numInterleavedChannels (numInterleavedChannels_) {}
	inline void copyFrom (const Interleaved& other) throw()  { numInterleavedChannels = other.numInterleavedChannels; }
	template <class SampleFormatType> inline void advanceData (SampleFormatType& s) throw()			 { s.skip (numInterleavedChannels); }
	template <class SampleFormatType> inline void advanceDataBy (SampleFormatType& s, int numSamples) throw()   { s.skip (numInterleavedChannels * numSamples); }
	template <class SampleFormatType> inline void clear (SampleFormatType& s, int numSamples) throw()	   { while (--numSamples >= 0) { s.clear(); s.skip (numInterleavedChannels); } }
	template <class SampleFormatType> inline int getNumBytesBetweenSamples (const SampleFormatType&) const throw()  { return numInterleavedChannels * SampleFormatType::bytesPerSample; }
	int numInterleavedChannels;
	enum { isInterleavedType = 1 };
};

class AudioData::NonConst
{
public:
	typedef void VoidType;
	static inline void* toVoidPtr (VoidType* v) throw() { return v; }
	enum { isConst = 0 };
};

class AudioData::Const
{
public:
	typedef const void VoidType;
	static inline void* toVoidPtr (VoidType* v) throw() { return const_cast<void*> (v); }
	enum { isConst = 1 };
};

#endif

/**
	A set of routines to convert buffers of 32-bit floating point data to and from
	various integer formats.

*/
class JUCE_API  AudioDataConverters
{
public:

	static void convertFloatToInt16LE (const float* source, void* dest, int numSamples, int destBytesPerSample = 2);
	static void convertFloatToInt16BE (const float* source, void* dest, int numSamples, int destBytesPerSample = 2);

	static void convertFloatToInt24LE (const float* source, void* dest, int numSamples, int destBytesPerSample = 3);
	static void convertFloatToInt24BE (const float* source, void* dest, int numSamples, int destBytesPerSample = 3);

	static void convertFloatToInt32LE (const float* source, void* dest, int numSamples, int destBytesPerSample = 4);
	static void convertFloatToInt32BE (const float* source, void* dest, int numSamples, int destBytesPerSample = 4);

	static void convertFloatToFloat32LE (const float* source, void* dest, int numSamples, int destBytesPerSample = 4);
	static void convertFloatToFloat32BE (const float* source, void* dest, int numSamples, int destBytesPerSample = 4);

	static void convertInt16LEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 2);
	static void convertInt16BEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 2);

	static void convertInt24LEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 3);
	static void convertInt24BEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 3);

	static void convertInt32LEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 4);
	static void convertInt32BEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 4);

	static void convertFloat32LEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 4);
	static void convertFloat32BEToFloat (const void* source, float* dest, int numSamples, int srcBytesPerSample = 4);

	enum DataFormat
	{
		int16LE,
		int16BE,
		int24LE,
		int24BE,
		int32LE,
		int32BE,
		float32LE,
		float32BE,
	};

	static void convertFloatToFormat (DataFormat destFormat,
									  const float* source, void* dest, int numSamples);

	static void convertFormatToFloat (DataFormat sourceFormat,
									  const void* source, float* dest, int numSamples);

	static void interleaveSamples (const float** source, float* dest,
								   int numSamples, int numChannels);

	static void deinterleaveSamples (const float* source, float** dest,
									 int numSamples, int numChannels);

private:
	AudioDataConverters();
	AudioDataConverters (const AudioDataConverters&);
	AudioDataConverters& operator= (const AudioDataConverters&);
};

#endif   // __JUCE_AUDIODATACONVERTERS_JUCEHEADER__
/*** End of inlined file: juce_AudioDataConverters.h ***/

class AudioFormat;

/**
	Reads samples from an audio file stream.

	A subclass that reads a specific type of audio format will be created by
	an AudioFormat object.

	@see AudioFormat, AudioFormatWriter
*/
class JUCE_API  AudioFormatReader
{
protected:

	/** Creates an AudioFormatReader object.

		@param sourceStream	 the stream to read from - this will be deleted
								by this object when it is no longer needed. (Some
								specialised readers might not use this parameter and
								can leave it as 0).
		@param formatName	   the description that will be returned by the getFormatName()
								method
	*/
	AudioFormatReader (InputStream* sourceStream,
					   const String& formatName);

public:
	/** Destructor. */
	virtual ~AudioFormatReader();

	/** Returns a description of what type of format this is.

		E.g. "AIFF"
	*/
	const String getFormatName() const throw()	  { return formatName; }

	/** Reads samples from the stream.

		@param destSamples	  an array of buffers into which the sample data for each
									channel will be written.
									If the format is fixed-point, each channel will be written
									as an array of 32-bit signed integers using the full
									range -0x80000000 to 0x7fffffff, regardless of the source's
									bit-depth. If it is a floating-point format, you should cast
									the resulting array to a (float**) to get the values (in the
									range -1.0 to 1.0 or beyond)
									If the format is stereo, then destSamples[0] is the left channel
									data, and destSamples[1] is the right channel.
									The numDestChannels parameter indicates how many pointers this array
									contains, but some of these pointers can be null if you don't want to
									read data for some of the channels
		@param numDestChannels	  the number of array elements in the destChannels array
		@param startSampleInSource  the position in the audio file or stream at which the samples
									should be read, as a number of samples from the start of the
									stream. It's ok for this to be beyond the start or end of the
									available data - any samples that are out-of-range will be returned
									as zeros.
		@param numSamplesToRead	 the number of samples to read. If this is greater than the number
									of samples that the file or stream contains. the result will be padded
									with zeros
		@param fillLeftoverChannelsWithCopies   if true, this indicates that if there's no source data available
									for some of the channels that you pass in, then they should be filled with
									copies of valid source channels.
									E.g. if you're reading a mono file and you pass 2 channels to this method, then
									if fillLeftoverChannelsWithCopies is true, both destination channels will be filled
									with the same data from the file's single channel. If fillLeftoverChannelsWithCopies
									was false, then only the first channel would be filled with the file's contents, and
									the second would be cleared. If there are many channels, e.g. you try to read 4 channels
									from a stereo file, then the last 3 would all end up with copies of the same data.
		@returns			true if the operation succeeded, false if there was an error. Note
									that reading sections of data beyond the extent of the stream isn't an
									error - the reader should just return zeros for these regions
		@see readMaxLevels
	*/
	bool read (int* const* destSamples,
			   int numDestChannels,
			   int64 startSampleInSource,
			   int numSamplesToRead,
			   bool fillLeftoverChannelsWithCopies);

	/** Finds the highest and lowest sample levels from a section of the audio stream.

		This will read a block of samples from the stream, and measure the
		highest and lowest sample levels from the channels in that section, returning
		these as normalised floating-point levels.

		@param startSample	  the offset into the audio stream to start reading from. It's
									ok for this to be beyond the start or end of the stream.
		@param numSamples	   how many samples to read
		@param lowestLeft	   on return, this is the lowest absolute sample from the left channel
		@param highestLeft	  on return, this is the highest absolute sample from the left channel
		@param lowestRight	  on return, this is the lowest absolute sample from the right
									channel (if there is one)
		@param highestRight	 on return, this is the highest absolute sample from the right
									channel (if there is one)
		@see read
	*/
	virtual void readMaxLevels (int64 startSample,
								int64 numSamples,
								float& lowestLeft,
								float& highestLeft,
								float& lowestRight,
								float& highestRight);

	/** Scans the source looking for a sample whose magnitude is in a specified range.

		This will read from the source, either forwards or backwards between two sample
		positions, until it finds a sample whose magnitude lies between two specified levels.

		If it finds a suitable sample, it returns its position; if not, it will return -1.

		There's also a minimumConsecutiveSamples setting to help avoid spikes or zero-crossing
		points when you're searching for a continuous range of samples

		@param startSample		  the first sample to look at
		@param numSamplesToSearch	   the number of samples to scan. If this value is negative,
										the search will go backwards
		@param magnitudeRangeMinimum	the lowest magnitude (inclusive) that is considered a hit, from 0 to 1.0
		@param magnitudeRangeMaximum	the highest magnitude (inclusive) that is considered a hit, from 0 to 1.0
		@param minimumConsecutiveSamples	if this is > 0, the method will only look for a sequence
											of this many consecutive samples, all of which lie
											within the target range. When it finds such a sequence,
											it returns the position of the first in-range sample
											it found (i.e. the earliest one if scanning forwards, the
											latest one if scanning backwards)
	*/
	int64 searchForLevel (int64 startSample,
						  int64 numSamplesToSearch,
						  double magnitudeRangeMinimum,
						  double magnitudeRangeMaximum,
						  int minimumConsecutiveSamples);

	/** The sample-rate of the stream. */
	double sampleRate;

	/** The number of bits per sample, e.g. 16, 24, 32. */
	unsigned int bitsPerSample;

	/** The total number of samples in the audio stream. */
	int64 lengthInSamples;

	/** The total number of channels in the audio stream. */
	unsigned int numChannels;

	/** Indicates whether the data is floating-point or fixed. */
	bool usesFloatingPointData;

	/** A set of metadata values that the reader has pulled out of the stream.

		Exactly what these values are depends on the format, so you can
		check out the format implementation code to see what kind of stuff
		they understand.
	*/
	StringPairArray metadataValues;

	/** The input stream, for use by subclasses. */
	InputStream* input;

	/** Subclasses must implement this method to perform the low-level read operation.

		Callers should use read() instead of calling this directly.

		@param destSamples  the array of destination buffers to fill. Some of these
							pointers may be null
		@param numDestChannels  the number of items in the destSamples array. This
							value is guaranteed not to be greater than the number of
							channels that this reader object contains
		@param startOffsetInDestBuffer	  the number of samples from the start of the
							dest data at which to begin writing
		@param startSampleInFile	the number of samples into the source data at which
							to begin reading. This value is guaranteed to be >= 0.
		@param numSamples   the number of samples to read
	*/
	virtual bool readSamples (int** destSamples,
							  int numDestChannels,
							  int startOffsetInDestBuffer,
							  int64 startSampleInFile,
							  int numSamples) = 0;

	juce_UseDebuggingNewOperator

protected:
	/** Used by AudioFormatReader subclasses to copy data to different formats. */
	template <class DestSampleType, class SourceSampleType, class SourceEndianness>
	struct ReadHelper
	{
		typedef AudioData::Pointer <DestSampleType, AudioData::NativeEndian, AudioData::NonInterleaved, AudioData::NonConst>	DestType;
		typedef AudioData::Pointer <SourceSampleType, SourceEndianness, AudioData::Interleaved, AudioData::Const>		   SourceType;

		static void read (int** destData, int destOffset, int numDestChannels, const void* sourceData, int numSourceChannels, int numSamples) throw()
		{
			for (int i = 0; i < numDestChannels; ++i)
			{
				if (destData[i] != 0)
				{
					DestType dest (destData[i]);
					dest += destOffset;

					if (i < numSourceChannels)
						dest.convertSamples (SourceType (addBytesToPointer (sourceData, i * SourceType::getBytesPerSample()), numSourceChannels), numSamples);
					else
						dest.clearSamples (numSamples);
				}
			}
		}
	};

private:
	String formatName;

	AudioFormatReader (const AudioFormatReader&);
	AudioFormatReader& operator= (const AudioFormatReader&);
};

#endif   // __JUCE_AUDIOFORMATREADER_JUCEHEADER__
/*** End of inlined file: juce_AudioFormatReader.h ***/


/*** Start of inlined file: juce_AudioFormatWriter.h ***/
#ifndef __JUCE_AUDIOFORMATWRITER_JUCEHEADER__
#define __JUCE_AUDIOFORMATWRITER_JUCEHEADER__


/*** Start of inlined file: juce_AudioSource.h ***/
#ifndef __JUCE_AUDIOSOURCE_JUCEHEADER__
#define __JUCE_AUDIOSOURCE_JUCEHEADER__


/*** Start of inlined file: juce_AudioSampleBuffer.h ***/
#ifndef __JUCE_AUDIOSAMPLEBUFFER_JUCEHEADER__
#define __JUCE_AUDIOSAMPLEBUFFER_JUCEHEADER__

class AudioFormatReader;
class AudioFormatWriter;

/**
	A multi-channel buffer of 32-bit floating point audio samples.

*/
class JUCE_API  AudioSampleBuffer
{
public:

	/** Creates a buffer with a specified number of channels and samples.

		The contents of the buffer will initially be undefined, so use clear() to
		set all the samples to zero.

		The buffer will allocate its memory internally, and this will be released
		when the buffer is deleted.
	*/
	AudioSampleBuffer (int numChannels,
					   int numSamples) throw();

	/** Creates a buffer using a pre-allocated block of memory.

		Note that if the buffer is resized or its number of channels is changed, it
		will re-allocate memory internally and copy the existing data to this new area,
		so it will then stop directly addressing this memory.

		@param dataToReferTo	a pre-allocated array containing pointers to the data
								for each channel that should be used by this buffer. The
								buffer will only refer to this memory, it won't try to delete
								it when the buffer is deleted or resized.
		@param numChannels	  the number of channels to use - this must correspond to the
								number of elements in the array passed in
		@param numSamples	   the number of samples to use - this must correspond to the
								size of the arrays passed in
	*/
	AudioSampleBuffer (float** dataToReferTo,
					   int numChannels,
					   int numSamples) throw();

	/** Copies another buffer.

		This buffer will make its own copy of the other's data, unless the buffer was created
		using an external data buffer, in which case boths buffers will just point to the same
		shared block of data.
	*/
	AudioSampleBuffer (const AudioSampleBuffer& other) throw();

	/** Copies another buffer onto this one.

		This buffer's size will be changed to that of the other buffer.
	*/
	AudioSampleBuffer& operator= (const AudioSampleBuffer& other) throw();

	/** Destructor.

		This will free any memory allocated by the buffer.
	*/
	virtual ~AudioSampleBuffer() throw();

	/** Returns the number of channels of audio data that this buffer contains.

		@see getSampleData
	*/
	int getNumChannels() const throw()	  { return numChannels; }

	/** Returns the number of samples allocated in each of the buffer's channels.

		@see getSampleData
	*/
	int getNumSamples() const throw()	   { return size; }

	/** Returns a pointer one of the buffer's channels.

		For speed, this doesn't check whether the channel number is out of range,
		so be careful when using it!
	*/
	float* getSampleData (const int channelNumber) const throw()
	{
		jassert (((unsigned int) channelNumber) < (unsigned int) numChannels);
		return channels [channelNumber];
	}

	/** Returns a pointer to a sample in one of the buffer's channels.

		For speed, this doesn't check whether the channel and sample number
		are out-of-range, so be careful when using it!
	*/
	float* getSampleData (const int channelNumber,
						  const int sampleOffset) const throw()
	{
		jassert (((unsigned int) channelNumber) < (unsigned int) numChannels);
		jassert (((unsigned int) sampleOffset) < (unsigned int) size);
		return channels [channelNumber] + sampleOffset;
	}

	/** Returns an array of pointers to the channels in the buffer.

		Don't modify any of the pointers that are returned, and bear in mind that
		these will become invalid if the buffer is resized.
	*/
	float** getArrayOfChannels() const throw()	  { return channels; }

	/** Changes the buffer's size or number of channels.

		This can expand or contract the buffer's length, and add or remove channels.

		If keepExistingContent is true, it will try to preserve as much of the
		old data as it can in the new buffer.

		If clearExtraSpace is true, then any extra channels or space that is
		allocated will be also be cleared. If false, then this space is left
		uninitialised.

		If avoidReallocating is true, then changing the buffer's size won't reduce the
		amount of memory that is currently allocated (but it will still increase it if
		the new size is bigger than the amount it currently has). If this is false, then
		a new allocation will be done so that the buffer uses takes up the minimum amount
		of memory that it needs.
	*/
	void setSize (int newNumChannels,
				  int newNumSamples,
				  bool keepExistingContent = false,
				  bool clearExtraSpace = false,
				  bool avoidReallocating = false) throw();

	/** Makes this buffer point to a pre-allocated set of channel data arrays.

		There's also a constructor that lets you specify arrays like this, but this
		lets you change the channels dynamically.

		Note that if the buffer is resized or its number of channels is changed, it
		will re-allocate memory internally and copy the existing data to this new area,
		so it will then stop directly addressing this memory.

		@param dataToReferTo	a pre-allocated array containing pointers to the data
								for each channel that should be used by this buffer. The
								buffer will only refer to this memory, it won't try to delete
								it when the buffer is deleted or resized.
		@param numChannels	  the number of channels to use - this must correspond to the
								number of elements in the array passed in
		@param numSamples	   the number of samples to use - this must correspond to the
								size of the arrays passed in
	*/
	void setDataToReferTo (float** dataToReferTo,
						   int numChannels,
						   int numSamples) throw();

	/** Clears all the samples in all channels. */
	void clear() throw();

	/** Clears a specified region of all the channels.

		For speed, this doesn't check whether the channel and sample number
		are in-range, so be careful!
	*/
	void clear (int startSample,
				int numSamples) throw();

	/** Clears a specified region of just one channel.

		For speed, this doesn't check whether the channel and sample number
		are in-range, so be careful!
	*/
	void clear (int channel,
				int startSample,
				int numSamples) throw();

	/** Applies a gain multiple to a region of one channel.

		For speed, this doesn't check whether the channel and sample number
		are in-range, so be careful!
	*/
	void applyGain (int channel,
					int startSample,
					int numSamples,
					float gain) throw();

	/** Applies a gain multiple to a region of all the channels.

		For speed, this doesn't check whether the sample numbers
		are in-range, so be careful!
	*/
	void applyGain (int startSample,
					int numSamples,
					float gain) throw();

	/** Applies a range of gains to a region of a channel.

		The gain that is applied to each sample will vary from
		startGain on the first sample to endGain on the last Sample,
		so it can be used to do basic fades.

		For speed, this doesn't check whether the sample numbers
		are in-range, so be careful!
	*/
	void applyGainRamp (int channel,
						int startSample,
						int numSamples,
						float startGain,
						float endGain) throw();

	/** Adds samples from another buffer to this one.

		@param destChannel	  the channel within this buffer to add the samples to
		@param destStartSample	  the start sample within this buffer's channel
		@param source		   the source buffer to add from
		@param sourceChannel	the channel within the source buffer to read from
		@param sourceStartSample	the offset within the source buffer's channel to start reading samples from
		@param numSamples	   the number of samples to process
		@param gainToApplyToSource  an optional gain to apply to the source samples before they are
									added to this buffer's samples

		@see copyFrom
	*/
	void addFrom (int destChannel,
				  int destStartSample,
				  const AudioSampleBuffer& source,
				  int sourceChannel,
				  int sourceStartSample,
				  int numSamples,
				  float gainToApplyToSource = 1.0f) throw();

	/** Adds samples from an array of floats to one of the channels.

		@param destChannel	  the channel within this buffer to add the samples to
		@param destStartSample	  the start sample within this buffer's channel
		@param source		   the source data to use
		@param numSamples	   the number of samples to process
		@param gainToApplyToSource  an optional gain to apply to the source samples before they are
									added to this buffer's samples

		@see copyFrom
	*/
	void addFrom (int destChannel,
				  int destStartSample,
				  const float* source,
				  int numSamples,
				  float gainToApplyToSource = 1.0f) throw();

	/** Adds samples from an array of floats, applying a gain ramp to them.

		@param destChannel	  the channel within this buffer to add the samples to
		@param destStartSample	  the start sample within this buffer's channel
		@param source		   the source data to use
		@param numSamples	   the number of samples to process
		@param startGain		the gain to apply to the first sample (this is multiplied with
									the source samples before they are added to this buffer)
		@param endGain		  the gain to apply to the final sample. The gain is linearly
									interpolated between the first and last samples.
	*/
	void addFromWithRamp (int destChannel,
						  int destStartSample,
						  const float* source,
						  int numSamples,
						  float startGain,
						  float endGain) throw();

	/** Copies samples from another buffer to this one.

		@param destChannel	  the channel within this buffer to copy the samples to
		@param destStartSample	  the start sample within this buffer's channel
		@param source		   the source buffer to read from
		@param sourceChannel	the channel within the source buffer to read from
		@param sourceStartSample	the offset within the source buffer's channel to start reading samples from
		@param numSamples	   the number of samples to process

		@see addFrom
	*/
	void copyFrom (int destChannel,
				   int destStartSample,
				   const AudioSampleBuffer& source,
				   int sourceChannel,
				   int sourceStartSample,
				   int numSamples) throw();

	/** Copies samples from an array of floats into one of the channels.

		@param destChannel	  the channel within this buffer to copy the samples to
		@param destStartSample	  the start sample within this buffer's channel
		@param source		   the source buffer to read from
		@param numSamples	   the number of samples to process

		@see addFrom
	*/
	void copyFrom (int destChannel,
				   int destStartSample,
				   const float* source,
				   int numSamples) throw();

	/** Copies samples from an array of floats into one of the channels, applying a gain to it.

		@param destChannel	  the channel within this buffer to copy the samples to
		@param destStartSample	  the start sample within this buffer's channel
		@param source		   the source buffer to read from
		@param numSamples	   the number of samples to process
		@param gain		 the gain to apply

		@see addFrom
	*/
	void copyFrom (int destChannel,
				   int destStartSample,
				   const float* source,
				   int numSamples,
				   float gain) throw();

	/** Copies samples from an array of floats into one of the channels, applying a gain ramp.

		@param destChannel	  the channel within this buffer to copy the samples to
		@param destStartSample	  the start sample within this buffer's channel
		@param source		   the source buffer to read from
		@param numSamples	   the number of samples to process
		@param startGain		the gain to apply to the first sample (this is multiplied with
									the source samples before they are copied to this buffer)
		@param endGain		  the gain to apply to the final sample. The gain is linearly
									interpolated between the first and last samples.

		@see addFrom
	*/
	void copyFromWithRamp (int destChannel,
						   int destStartSample,
						   const float* source,
						   int numSamples,
						   float startGain,
						   float endGain) throw();

	/** Finds the highest and lowest sample values in a given range.

		@param channel	  the channel to read from
		@param startSample  the start sample within the channel
		@param numSamples   the number of samples to check
		@param minVal	   on return, the lowest value that was found
		@param maxVal	   on return, the highest value that was found
	*/
	void findMinMax (int channel,
					 int startSample,
					 int numSamples,
					 float& minVal,
					 float& maxVal) const throw();

	/** Finds the highest absolute sample value within a region of a channel.
	*/
	float getMagnitude (int channel,
						int startSample,
						int numSamples) const throw();

	/** Finds the highest absolute sample value within a region on all channels.
	*/
	float getMagnitude (int startSample,
						int numSamples) const throw();

	/** Returns the root mean squared level for a region of a channel.
	*/
	float getRMSLevel (int channel,
					   int startSample,
					   int numSamples) const throw();

	/** Fills a section of the buffer using an AudioReader as its source.

		This will convert the reader's fixed- or floating-point data to
		the buffer's floating-point format, and will try to intelligently
		cope with mismatches between the number of channels in the reader
		and the buffer.

		@see writeToAudioWriter
	*/
	void readFromAudioReader (AudioFormatReader* reader,
							  int startSample,
							  int numSamples,
							  int readerStartSample,
							  bool useReaderLeftChan,
							  bool useReaderRightChan);

	/** Writes a section of this buffer to an audio writer.

		This saves you having to mess about with channels or floating/fixed
		point conversion.

		@see readFromAudioReader
	*/
	void writeToAudioWriter (AudioFormatWriter* writer,
							 int startSample,
							 int numSamples) const;

	juce_UseDebuggingNewOperator

private:
	int numChannels, size;
	size_t allocatedBytes;
	float** channels;
	HeapBlock <char> allocatedData;
	float* preallocatedChannelSpace [32];

	void allocateData();
	void allocateChannels (float** dataToReferTo);
};

#endif   // __JUCE_AUDIOSAMPLEBUFFER_JUCEHEADER__
/*** End of inlined file: juce_AudioSampleBuffer.h ***/

/**
	Used by AudioSource::getNextAudioBlock().
*/
struct JUCE_API  AudioSourceChannelInfo
{
	/** The destination buffer to fill with audio data.

		When the AudioSource::getNextAudioBlock() method is called, the active section
		of this buffer should be filled with whatever output the source produces.

		Only the samples specified by the startSample and numSamples members of this structure
		should be affected by the call.

		The contents of the buffer when it is passed to the the AudioSource::getNextAudioBlock()
		method can be treated as the input if the source is performing some kind of filter operation,
		but should be cleared if this is not the case - the clearActiveBufferRegion() is
		a handy way of doing this.

		The number of channels in the buffer could be anything, so the AudioSource
		must cope with this in whatever way is appropriate for its function.
	*/
	AudioSampleBuffer* buffer;

	/** The first sample in the buffer from which the callback is expected
		to write data. */
	int startSample;

	/** The number of samples in the buffer which the callback is expected to
		fill with data. */
	int numSamples;

	/** Convenient method to clear the buffer if the source is not producing any data. */
	void clearActiveBufferRegion() const
	{
		if (buffer != 0)
			buffer->clear (startSample, numSamples);
	}
};

/**
	Base class for objects that can produce a continuous stream of audio.

	An AudioSource has two states: 'prepared' and 'unprepared'.

	When a source needs to be played, it is first put into a 'prepared' state by a call to
	prepareToPlay(), and then repeated calls will be made to its getNextAudioBlock() method to
	process the audio data.

	Once playback has finished, the releaseResources() method is called to put the stream
	back into an 'unprepared' state.

	@see AudioFormatReaderSource, ResamplingAudioSource
*/
class JUCE_API  AudioSource
{
protected:

	/** Creates an AudioSource. */
	AudioSource() throw()	   {}

public:
	/** Destructor. */
	virtual ~AudioSource()	  {}

	/** Tells the source to prepare for playing.

		An AudioSource has two states: prepared and unprepared.

		The prepareToPlay() method is guaranteed to be called at least once on an 'unpreprared'
		source to put it into a 'prepared' state before any calls will be made to getNextAudioBlock().
		This callback allows the source to initialise any resources it might need when playing.

		Once playback has finished, the releaseResources() method is called to put the stream
		back into an 'unprepared' state.

		Note that this method could be called more than once in succession without
		a matching call to releaseResources(), so make sure your code is robust and
		can handle that kind of situation.

		@param samplesPerBlockExpected  the number of samples that the source
										will be expected to supply each time its
										getNextAudioBlock() method is called. This
										number may vary slightly, because it will be dependent
										on audio hardware callbacks, and these aren't
										guaranteed to always use a constant block size, so
										the source should be able to cope with small variations.
		@param sampleRate		   the sample rate that the output will be used at - this
										is needed by sources such as tone generators.
		@see releaseResources, getNextAudioBlock
	*/
	virtual void prepareToPlay (int samplesPerBlockExpected,
								double sampleRate) = 0;

	/** Allows the source to release anything it no longer needs after playback has stopped.

		This will be called when the source is no longer going to have its getNextAudioBlock()
		method called, so it should release any spare memory, etc. that it might have
		allocated during the prepareToPlay() call.

		Note that there's no guarantee that prepareToPlay() will actually have been called before
		releaseResources(), and it may be called more than once in succession, so make sure your
		code is robust and doesn't make any assumptions about when it will be called.

		@see prepareToPlay, getNextAudioBlock
	*/
	virtual void releaseResources() = 0;

	/** Called repeatedly to fetch subsequent blocks of audio data.

		After calling the prepareToPlay() method, this callback will be made each
		time the audio playback hardware (or whatever other destination the audio
		data is going to) needs another block of data.

		It will generally be called on a high-priority system thread, or possibly even
		an interrupt, so be careful not to do too much work here, as that will cause
		audio glitches!

		@see AudioSourceChannelInfo, prepareToPlay, releaseResources
	*/
	virtual void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) = 0;
};

#endif   // __JUCE_AUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_AudioSource.h ***/

/**
	Writes samples to an audio file stream.

	A subclass that writes a specific type of audio format will be created by
	an AudioFormat object.

	After creating one of these with the AudioFormat::createWriterFor() method
	you can call its write() method to store the samples, and then delete it.

	@see AudioFormat, AudioFormatReader
*/
class JUCE_API  AudioFormatWriter
{
protected:

	/** Creates an AudioFormatWriter object.

		@param destStream	   the stream to write to - this will be deleted
								by this object when it is no longer needed
		@param formatName	   the description that will be returned by the getFormatName()
								method
		@param sampleRate	   the sample rate to use - the base class just stores
								this value, it doesn't do anything with it
		@param numberOfChannels the number of channels to write - the base class just stores
								this value, it doesn't do anything with it
		@param bitsPerSample	the bit depth of the stream - the base class just stores
								this value, it doesn't do anything with it
	*/
	AudioFormatWriter (OutputStream* destStream,
					   const String& formatName,
					   double sampleRate,
					   unsigned int numberOfChannels,
					   unsigned int bitsPerSample);

public:
	/** Destructor. */
	virtual ~AudioFormatWriter();

	/** Returns a description of what type of format this is.

		E.g. "AIFF file"
	*/
	const String getFormatName() const throw()	  { return formatName; }

	/** Writes a set of samples to the audio stream.

		Note that if you're trying to write the contents of an AudioSampleBuffer, you
		can use AudioSampleBuffer::writeToAudioWriter().

		@param samplesToWrite   an array of arrays containing the sample data for
								each channel to write. This is a zero-terminated
								array of arrays, and can contain a different number
								of channels than the actual stream uses, and the
								writer should do its best to cope with this.
								If the format is fixed-point, each channel will be formatted
								as an array of signed integers using the full 32-bit
								range -0x80000000 to 0x7fffffff, regardless of the source's
								bit-depth. If it is a floating-point format, you should treat
								the arrays as arrays of floats, and just cast it to an (int**)
								to pass it into the method.
		@param numSamples	   the number of samples to write
	*/
	virtual bool write (const int** samplesToWrite,
						int numSamples) = 0;

	/** Reads a section of samples from an AudioFormatReader, and writes these to
		the output.

		This will take care of any floating-point conversion that's required to convert
		between the two formats. It won't deal with sample-rate conversion, though.

		If numSamplesToRead < 0, it will write the entire length of the reader.

		@returns false if it can't read or write properly during the operation
	*/
	bool writeFromAudioReader (AudioFormatReader& reader,
							   int64 startSample,
							   int64 numSamplesToRead);

	/** Reads some samples from an AudioSource, and writes these to the output.

		The source must already have been initialised with the AudioSource::prepareToPlay() method

		@param source		   the source to read from
		@param numSamplesToRead	 total number of samples to read and write
		@param samplesPerBlock	  the maximum number of samples to fetch from the source
		@returns false if it can't read or write properly during the operation
	*/
	bool writeFromAudioSource (AudioSource& source,
							   int numSamplesToRead,
							   int samplesPerBlock = 2048);

	/** Writes some samples from an AudioSampleBuffer.

	*/
	bool writeFromAudioSampleBuffer (const AudioSampleBuffer& source,
									 int startSample, int numSamples);

	/** Returns the sample rate being used. */
	double getSampleRate() const throw()	{ return sampleRate; }

	/** Returns the number of channels being written. */
	int getNumChannels() const throw()	  { return numChannels; }

	/** Returns the bit-depth of the data being written. */
	int getBitsPerSample() const throw()	{ return bitsPerSample; }

	/** Returns true if it's a floating-point format, false if it's fixed-point. */
	bool isFloatingPoint() const throw()	{ return usesFloatingPointData; }

	/**
		Provides a FIFO for an AudioFormatWriter, allowing you to push incoming
		data into a buffer which will be flushed to disk by a background thread.
	*/
	class ThreadedWriter
	{
	public:
		/** Creates a ThreadedWriter for a given writer and a thread.

			The writer object which is passed in here will be owned and deleted by
			the ThreadedWriter when it is no longer needed.

			To stop the writer and flush the buffer to disk, simply delete this object.
		*/
		ThreadedWriter (AudioFormatWriter* writer,
						TimeSliceThread& backgroundThread,
						int numSamplesToBuffer);

		/** Destructor. */
		~ThreadedWriter();

		/** Pushes some incoming audio data into the FIFO.

			If there's enough free space in the buffer, this will add the data to it,

			If the FIFO is too full to accept this many samples, the method will return
			false - then you could either wait until the background thread has had time to
			consume some of the buffered data and try again, or you can give up
			and lost this block.

			The data must be an array containing the same number of channels as the
			AudioFormatWriter object is using. None of these channels can be null.
		*/
		bool write (const float** data, int numSamples);

	private:
		class Buffer;
		friend class ScopedPointer<Buffer>;
		ScopedPointer<Buffer> buffer;
	};

	juce_UseDebuggingNewOperator

protected:
	/** The sample rate of the stream. */
	double sampleRate;

	/** The number of channels being written to the stream. */
	unsigned int numChannels;

	/** The bit depth of the file. */
	unsigned int bitsPerSample;

	/** True if it's a floating-point format, false if it's fixed-point. */
	bool usesFloatingPointData;

	/** The output stream for Use by subclasses. */
	OutputStream* output;

	/** Used by AudioFormatWriter subclasses to copy data to different formats. */
	template <class DestSampleType, class SourceSampleType, class DestEndianness>
	struct WriteHelper
	{
		typedef AudioData::Pointer <DestSampleType, DestEndianness, AudioData::Interleaved, AudioData::NonConst>		DestType;
		typedef AudioData::Pointer <SourceSampleType, AudioData::NativeEndian, AudioData::NonInterleaved, AudioData::Const>	 SourceType;

		static void write (void* destData, int numDestChannels, const int** source, int numSamples) throw()
		{
			for (int i = 0; i < numDestChannels; ++i)
			{
				const DestType dest (addBytesToPointer (destData, i * DestType::getBytesPerSample()), numDestChannels);

				if (*source != 0)
				{
					dest.convertSamples (SourceType (*source), numSamples);
					++source;
				}
				else
				{
					dest.clearSamples (numSamples);
				}
			}
		}
	};

private:
	String formatName;

	AudioFormatWriter (const AudioFormatWriter&);
	AudioFormatWriter& operator= (const AudioFormatWriter&);
};

#endif   // __JUCE_AUDIOFORMATWRITER_JUCEHEADER__
/*** End of inlined file: juce_AudioFormatWriter.h ***/

/**
	Subclasses of AudioFormat are used to read and write different audio
	file formats.

	@see AudioFormatReader, AudioFormatWriter, WavAudioFormat, AiffAudioFormat
*/
class JUCE_API  AudioFormat
{
public:

	/** Destructor. */
	virtual ~AudioFormat();

	/** Returns the name of this format.

		e.g. "WAV file" or "AIFF file"
	*/
	const String& getFormatName() const;

	/** Returns all the file extensions that might apply to a file of this format.

		The first item will be the one that's preferred when creating a new file.

		So for a wav file this might just return ".wav"; for an AIFF file it might
		return two items, ".aif" and ".aiff"
	*/
	const StringArray& getFileExtensions() const;

	/** Returns true if this the given file can be read by this format.

		Subclasses shouldn't do too much work here, just check the extension or
		file type. The base class implementation just checks the file's extension
		against one of the ones that was registered in the constructor.
	*/
	virtual bool canHandleFile (const File& fileToTest);

	/** Returns a set of sample rates that the format can read and write. */
	virtual const Array <int> getPossibleSampleRates() = 0;

	/** Returns a set of bit depths that the format can read and write. */
	virtual const Array <int> getPossibleBitDepths() = 0;

	/** Returns true if the format can do 2-channel audio. */
	virtual bool canDoStereo() = 0;

	/** Returns true if the format can do 1-channel audio. */
	virtual bool canDoMono() = 0;

	/** Returns true if the format uses compressed data. */
	virtual bool isCompressed();

	/** Returns a list of different qualities that can be used when writing.

		Non-compressed formats will just return an empty array, but for something
		like Ogg-Vorbis or MP3, it might return a list of bit-rates, etc.

		When calling createWriterFor(), an index from this array is passed in to
		tell the format which option is required.
	*/
	virtual const StringArray getQualityOptions();

	/** Tries to create an object that can read from a stream containing audio
		data in this format.

		The reader object that is returned can be used to read from the stream, and
		should then be deleted by the caller.

		@param sourceStream		 the stream to read from - the AudioFormatReader object
											that is returned will delete this stream when it no longer
											needs it.
		@param deleteStreamIfOpeningFails   if no reader can be created, this determines whether this method
											should delete the stream object that was passed-in. (If a valid
											reader is returned, it will always be in charge of deleting the
											stream, so this parameter is ignored)
		@see AudioFormatReader
	*/
	virtual AudioFormatReader* createReaderFor (InputStream* sourceStream,
												bool deleteStreamIfOpeningFails) = 0;

	/** Tries to create an object that can write to a stream with this audio format.

		The writer object that is returned can be used to write to the stream, and
		should then be deleted by the caller.

		If the stream can't be created for some reason (e.g. the parameters passed in
		here aren't suitable), this will return 0.

		@param streamToWriteTo	  the stream that the data will go to - this will be
									deleted by the AudioFormatWriter object when it's no longer
									needed. If no AudioFormatWriter can be created by this method,
									the stream will NOT be deleted, so that the caller can re-use it
									to try to open a different format, etc
		@param sampleRateToUse	  the sample rate for the file, which must be one of the ones
									returned by getPossibleSampleRates()
		@param numberOfChannels	 the number of channels - this must be either 1 or 2, and
									the choice will depend on the results of canDoMono() and
									canDoStereo()
		@param bitsPerSample	the bits per sample to use - this must be one of the values
									returned by getPossibleBitDepths()
		@param metadataValues	   a set of metadata values that the writer should try to write
									to the stream. Exactly what these are depends on the format,
									and the subclass doesn't actually have to do anything with
									them if it doesn't want to. Have a look at the specific format
									implementation classes to see possible values that can be
									used
		@param qualityOptionIndex   the index of one of compression qualities returned by the
									getQualityOptions() method. If there aren't any quality options
									for this format, just pass 0 in this parameter, as it'll be
									ignored
		@see AudioFormatWriter
	*/
	virtual AudioFormatWriter* createWriterFor (OutputStream* streamToWriteTo,
												double sampleRateToUse,
												unsigned int numberOfChannels,
												int bitsPerSample,
												const StringPairArray& metadataValues,
												int qualityOptionIndex) = 0;

protected:
	/** Creates an AudioFormat object.

		@param formatName	   this sets the value that will be returned by getFormatName()
		@param fileExtensions   a zero-terminated list of file extensions - this is what will
								be returned by getFileExtension()
	*/
	AudioFormat (const String& formatName,
				 const StringArray& fileExtensions);

private:

	String formatName;
	StringArray fileExtensions;
};

#endif   // __JUCE_AUDIOFORMAT_JUCEHEADER__
/*** End of inlined file: juce_AudioFormat.h ***/

/**
	Reads and Writes AIFF format audio files.

	@see AudioFormat
*/
class JUCE_API  AiffAudioFormat  : public AudioFormat
{
public:

	/** Creates an format object. */
	AiffAudioFormat();

	/** Destructor. */
	~AiffAudioFormat();

	const Array <int> getPossibleSampleRates();
	const Array <int> getPossibleBitDepths();
	bool canDoStereo();
	bool canDoMono();
#if JUCE_MAC
	bool canHandleFile (const File& fileToTest);
#endif

	AudioFormatReader* createReaderFor (InputStream* sourceStream,
										bool deleteStreamIfOpeningFails);

	AudioFormatWriter* createWriterFor (OutputStream* streamToWriteTo,
										double sampleRateToUse,
										unsigned int numberOfChannels,
										int bitsPerSample,
										const StringPairArray& metadataValues,
										int qualityOptionIndex);

	juce_UseDebuggingNewOperator
};

#endif   // __JUCE_AIFFAUDIOFORMAT_JUCEHEADER__
/*** End of inlined file: juce_AiffAudioFormat.h ***/


#endif
#ifndef __JUCE_AUDIOCDBURNER_JUCEHEADER__

/*** Start of inlined file: juce_AudioCDBurner.h ***/
#ifndef __JUCE_AUDIOCDBURNER_JUCEHEADER__
#define __JUCE_AUDIOCDBURNER_JUCEHEADER__

#if JUCE_USE_CDBURNER || DOXYGEN

/**
*/
class AudioCDBurner	 : public ChangeBroadcaster
{
public:

	/** Returns a list of available optical drives.

		Use openDevice() to open one of the items from this list.
	*/
	static const StringArray findAvailableDevices();

	/** Tries to open one of the optical drives.

		The deviceIndex is an index into the array returned by findAvailableDevices().
	*/
	static AudioCDBurner* openDevice (const int deviceIndex);

	/** Destructor. */
	~AudioCDBurner();

	enum DiskState
	{
		unknown,		/**< An error condition, if the device isn't responding. */
		trayOpen,		   /**< The drive is currently open. Note that a slot-loading drive
									 may seem to be permanently open. */
		noDisc,		 /**< The drive has no disk in it. */
		writableDiskPresent,	/**< The drive contains a writeable disk. */
		readOnlyDiskPresent	 /**< The drive contains a read-only disk. */
	};

	/** Returns the current status of the device.

		To get informed when the drive's status changes, attach a ChangeListener to
		the AudioCDBurner.
	*/
	DiskState getDiskState() const;

	/** Returns true if there's a writable disk in the drive. */
	bool isDiskPresent() const;

	/** Sends an eject signal to the drive.
		The eject will happen asynchronously, so you can use getDiskState() and
		waitUntilStateChange() to monitor its progress.
	*/
	bool openTray();

	/** Blocks the current thread until the drive's state changes, or until the timeout expires.
		@returns	the device's new state
	*/
	DiskState waitUntilStateChange (int timeOutMilliseconds);

	/** Returns the set of possible write speeds that the device can handle.
		These are as a multiple of 'normal' speed, so e.g. '24x' returns 24, etc.
		Note that if there's no media present in the drive, this value may be unavailable!
		@see setWriteSpeed, getWriteSpeed
	*/
	const Array<int> getAvailableWriteSpeeds() const;

	/** Tries to enable or disable buffer underrun safety on devices that support it.
		@returns	true if it's now enabled. If the device doesn't support it, this
					will always return false.
	*/
	bool setBufferUnderrunProtection (bool shouldBeEnabled);

	/** Returns the number of free blocks on the disk.

		There are 75 blocks per second, at 44100Hz.
	*/
	int getNumAvailableAudioBlocks() const;

	/** Adds a track to be written.

		The source passed-in here will be kept by this object, and it will
		be used and deleted at some point in the future, either during the
		burn() method or when this AudioCDBurner object is deleted. Your caller
		method shouldn't keep a reference to it or use it again after passing
		it in here.
	*/
	bool addAudioTrack (AudioSource* source, int numSamples);

	/** Receives progress callbacks during a cd-burn operation.
		@see AudioCDBurner::burn()
	*/
	class BurnProgressListener
	{
	public:
		BurnProgressListener() throw() {}
		virtual ~BurnProgressListener() {}

		/** Called at intervals to report on the progress of the AudioCDBurner.

			To cancel the burn, return true from this method.
		*/
		virtual bool audioCDBurnProgress (float proportionComplete) = 0;
	};

	/** Runs the burn process.
		This method will block until the operation is complete.

		@param listener		 the object to receive callbacks about progress
		@param ejectDiscAfterwards  whether to eject the disk after the burn completes
		@param performFakeBurnForTesting	if true, no data will actually be written to the disk
		@param writeSpeed	   one of the write speeds from getAvailableWriteSpeeds(), or
									0 or less to mean the fastest speed.
	*/
	const String burn (BurnProgressListener* listener,
					   bool ejectDiscAfterwards,
					   bool performFakeBurnForTesting,
					   int writeSpeed);

	/** If a burn operation is currently in progress, this tells it to stop
		as soon as possible.

		It's also possible to stop the burn process by returning true from
		BurnProgressListener::audioCDBurnProgress()
	*/
	void abortBurn();

	juce_UseDebuggingNewOperator

private:
	AudioCDBurner (const int deviceIndex);

	class Pimpl;
	friend class ScopedPointer<Pimpl>;
	ScopedPointer<Pimpl> pimpl;
};

#endif
#endif   // __JUCE_AUDIOCDBURNER_JUCEHEADER__
/*** End of inlined file: juce_AudioCDBurner.h ***/


#endif
#ifndef __JUCE_AUDIOCDREADER_JUCEHEADER__

/*** Start of inlined file: juce_AudioCDReader.h ***/
#ifndef __JUCE_AUDIOCDREADER_JUCEHEADER__
#define __JUCE_AUDIOCDREADER_JUCEHEADER__

#if JUCE_USE_CDREADER || DOXYGEN

#if JUCE_MAC

#endif

/**
	A type of AudioFormatReader that reads from an audio CD.

	One of these can be used to read a CD as if it's one big audio stream. Use the
	getPositionOfTrackStart() method to find where the individual tracks are
	within the stream.

	@see AudioFormatReader
*/
class JUCE_API  AudioCDReader  : public AudioFormatReader
{
public:

	/** Returns a list of names of Audio CDs currently available for reading.

		If there's a CD drive but no CD in it, this might return an empty list, or
		possibly a device that can be opened but which has no tracks, depending
		on the platform.

		@see createReaderForCD
	*/
	static const StringArray getAvailableCDNames();

	/** Tries to create an AudioFormatReader that can read from an Audio CD.

		@param index	the index of one of the available CDs - use getAvailableCDNames()
						to find out how many there are.
		@returns	a new AudioCDReader object, or 0 if it couldn't be created. The
						caller will be responsible for deleting the object returned.
	*/
	static AudioCDReader* createReaderForCD (const int index);

	/** Destructor. */
	~AudioCDReader();

	/** Implementation of the AudioFormatReader method. */
	bool readSamples (int** destSamples, int numDestChannels, int startOffsetInDestBuffer,
					  int64 startSampleInFile, int numSamples);

	/** Checks whether the CD has been removed from the drive.
	*/
	bool isCDStillPresent() const;

	/** Returns the total number of tracks (audio + data).
	*/
	int getNumTracks() const;

	/** Finds the sample offset of the start of a track.

		@param trackNum	 the track number, where trackNum = 0 is the first track
							and trackNum = getNumTracks() means the end of the CD.
	*/
	int getPositionOfTrackStart (int trackNum) const;

	/** Returns true if a given track is an audio track.

		@param trackNum	 the track number, where 0 is the first track.
	*/
	bool isTrackAudio (int trackNum) const;

	/** Returns an array of sample offsets for the start of each track, followed by
		the sample position of the end of the CD.
	*/
	const Array<int>& getTrackOffsets() const;

	/** Refreshes the object's table of contents.

		If the disc has been ejected and a different one put in since this
		object was created, this will cause it to update its idea of how many tracks
		there are, etc.
	*/
	void refreshTrackLengths();

	/** Enables scanning for indexes within tracks.

		@see getLastIndex
	*/
	void enableIndexScanning (bool enabled);

	/** Returns the index number found during the last read() call.

		Index scanning is turned off by default - turn it on with enableIndexScanning().

		Then when the read() method is called, if it comes across an index within that
		block, the index number is stored and returned by this method.

		Some devices might not support indexes, of course.

		(If you don't know what CD indexes are, it's unlikely you'll ever need them).

		@see enableIndexScanning
	*/
	int getLastIndex() const;

	/** Scans a track to find the position of any indexes within it.

		@param trackNumber  the track to look in, where 0 is the first track on the disc
		@returns	an array of sample positions of any index points found (not including
					the index that marks the start of the track)
	*/
	const Array <int> findIndexesInTrack (const int trackNumber);

	/** Returns the CDDB id number for the CD.

		It's not a great way of identifying a disc, but it's traditional.
	*/
	int getCDDBId();

	/** Tries to eject the disk.

		Of course this might not be possible, if some other process is using it.
	*/
	void ejectDisk();

	static const int framesPerSecond = 75;
	static const int samplesPerFrame = 44100 / framesPerSecond;

	juce_UseDebuggingNewOperator

private:
	Array<int> trackStartSamples;

#if JUCE_MAC
	File volumeDir;
	Array<File> tracks;
	int currentReaderTrack;
	ScopedPointer <AudioFormatReader> reader;
	AudioCDReader (const File& volume);

#elif JUCE_WINDOWS
	bool audioTracks [100];
	void* handle;
	bool indexingEnabled;
	int lastIndex, firstFrameInBuffer, samplesInBuffer;
	MemoryBlock buffer;
	AudioCDReader (void* handle);
	int getIndexAt (int samplePos);

#elif JUCE_LINUX
	AudioCDReader();
#endif

	AudioCDReader (const AudioCDReader&);
	AudioCDReader& operator= (const AudioCDReader&);
};

#endif
#endif   // __JUCE_AUDIOCDREADER_JUCEHEADER__
/*** End of inlined file: juce_AudioCDReader.h ***/


#endif
#ifndef __JUCE_AUDIOFORMAT_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOFORMATMANAGER_JUCEHEADER__

/*** Start of inlined file: juce_AudioFormatManager.h ***/
#ifndef __JUCE_AUDIOFORMATMANAGER_JUCEHEADER__
#define __JUCE_AUDIOFORMATMANAGER_JUCEHEADER__

/**
	A class for keeping a list of available audio formats, and for deciding which
	one to use to open a given file.

	You can either use this class as a singleton object, or create instances of it
	yourself. Once created, use its registerFormat() method to tell it which
	formats it should use.

	@see AudioFormat
*/
class JUCE_API  AudioFormatManager
{
public:

	/** Creates an empty format manager.

		Before it'll be any use, you'll need to call registerFormat() with all the
		formats you want it to be able to recognise.
	*/
	AudioFormatManager();

	/** Destructor. */
	~AudioFormatManager();

	juce_DeclareSingleton (AudioFormatManager, false);

	/** Adds a format to the manager's list of available file types.

		The object passed-in will be deleted by this object, so don't keep a pointer
		to it!

		If makeThisTheDefaultFormat is true, then the getDefaultFormat() method will
		return this one when called.
	*/
	void registerFormat (AudioFormat* newFormat,
						 bool makeThisTheDefaultFormat);

	/** Handy method to make it easy to register the formats that come with Juce.

		Currently, this will add WAV and AIFF to the list.
	*/
	void registerBasicFormats();

	/** Clears the list of known formats. */
	void clearFormats();

	/** Returns the number of currently registered file formats. */
	int getNumKnownFormats() const;

	/** Returns one of the registered file formats. */
	AudioFormat* getKnownFormat (int index) const;

	/** Looks for which of the known formats is listed as being for a given file
		extension.

		The extension may have a dot before it, so e.g. ".wav" or "wav" are both ok.
	*/
	AudioFormat* findFormatForFileExtension (const String& fileExtension) const;

	/** Returns the format which has been set as the default one.

		You can set a format as being the default when it is registered. It's useful
		when you want to write to a file, because the best format may change between
		platforms, e.g. AIFF is preferred on the Mac, WAV on Windows.

		If none has been set as the default, this method will just return the first
		one in the list.
	*/
	AudioFormat* getDefaultFormat() const;

	/** Returns a set of wildcards for file-matching that contains the extensions for
		all known formats.

		E.g. if might return "*.wav;*.aiff" if it just knows about wavs and aiffs.
	*/
	const String getWildcardForAllFormats() const;

	/** Searches through the known formats to try to create a suitable reader for
		this file.

		If none of the registered formats can open the file, it'll return 0. If it
		returns a reader, it's the caller's responsibility to delete the reader.
	*/
	AudioFormatReader* createReaderFor (const File& audioFile);

	/** Searches through the known formats to try to create a suitable reader for
		this stream.

		The stream object that is passed-in will be deleted by this method or by the
		reader that is returned, so the caller should not keep any references to it.

		The stream that is passed-in must be capable of being repositioned so
		that all the formats can have a go at opening it.

		If none of the registered formats can open the stream, it'll return 0. If it
		returns a reader, it's the caller's responsibility to delete the reader.
	*/
	AudioFormatReader* createReaderFor (InputStream* audioFileStream);

	juce_UseDebuggingNewOperator

private:
	OwnedArray<AudioFormat> knownFormats;
	int defaultFormatIndex;
};

#endif   // __JUCE_AUDIOFORMATMANAGER_JUCEHEADER__
/*** End of inlined file: juce_AudioFormatManager.h ***/


#endif
#ifndef __JUCE_AUDIOFORMATREADER_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOFORMATWRITER_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOSUBSECTIONREADER_JUCEHEADER__

/*** Start of inlined file: juce_AudioSubsectionReader.h ***/
#ifndef __JUCE_AUDIOSUBSECTIONREADER_JUCEHEADER__
#define __JUCE_AUDIOSUBSECTIONREADER_JUCEHEADER__

/**
	This class is used to wrap an AudioFormatReader and only read from a
	subsection of the file.

	So if you have a reader which can read a 1000 sample file, you could wrap it
	in one of these to only access, e.g. samples 100 to 200, and any samples
	outside that will come back as 0. Accessing sample 0 from this reader will
	actually read the first sample from the other's subsection, which might
	be at a non-zero position.

	@see AudioFormatReader
*/
class JUCE_API  AudioSubsectionReader  : public AudioFormatReader
{
public:

	/** Creates a AudioSubsectionReader for a given data source.

		@param sourceReader		 the source reader from which we'll be taking data
		@param subsectionStartSample	the sample within the source reader which will be
										mapped onto sample 0 for this reader.
		@param subsectionLength	 the number of samples from the source that will
										make up the subsection. If this reader is asked for
										any samples beyond this region, it will return zero.
		@param deleteSourceWhenDeleted  if true, the sourceReader object will be deleted when
										this object is deleted.
	*/
	AudioSubsectionReader (AudioFormatReader* sourceReader,
						   int64 subsectionStartSample,
						   int64 subsectionLength,
						   bool deleteSourceWhenDeleted);

	/** Destructor. */
	~AudioSubsectionReader();

	bool readSamples (int** destSamples, int numDestChannels, int startOffsetInDestBuffer,
					  int64 startSampleInFile, int numSamples);

	void readMaxLevels (int64 startSample,
						int64 numSamples,
						float& lowestLeft,
						float& highestLeft,
						float& lowestRight,
						float& highestRight);

	juce_UseDebuggingNewOperator

private:
	AudioFormatReader* const source;
	int64 startSample, length;
	const bool deleteSourceWhenDeleted;

	AudioSubsectionReader (const AudioSubsectionReader&);
	AudioSubsectionReader& operator= (const AudioSubsectionReader&);
};

#endif   // __JUCE_AUDIOSUBSECTIONREADER_JUCEHEADER__
/*** End of inlined file: juce_AudioSubsectionReader.h ***/


#endif
#ifndef __JUCE_AUDIOTHUMBNAIL_JUCEHEADER__

/*** Start of inlined file: juce_AudioThumbnail.h ***/
#ifndef __JUCE_AUDIOTHUMBNAIL_JUCEHEADER__
#define __JUCE_AUDIOTHUMBNAIL_JUCEHEADER__

class AudioThumbnailCache;

/**
	Makes it easy to quickly draw scaled views of the waveform shape of an
	audio file.

	To use this class, just create an AudioThumbNail class for the file you want
	to draw, call setSource to tell it which file or resource to use, then call
	drawChannel() to draw it.

	The class will asynchronously scan the wavefile to create its scaled-down view,
	so you should make your UI repaint itself as this data comes in. To do this, the
	AudioThumbnail is a ChangeBroadcaster, and will broadcast a message when its
	listeners should repaint themselves.

	The thumbnail stores an internal low-res version of the wave data, and this can
	be loaded and saved to avoid having to scan the file again.

	@see AudioThumbnailCache
*/
class JUCE_API  AudioThumbnail	: public ChangeBroadcaster,
									public TimeSliceClient,
									private Timer
{
public:

	/** Creates an audio thumbnail.

		@param sourceSamplesPerThumbnailSample  when creating a stored, low-res version
						of the audio data, this is the scale at which it should be done. (This
						number is the number of original samples that will be averaged for each
						low-res sample)
		@param formatManagerToUse   the audio format manager that is used to open the file
		@param cacheToUse   an instance of an AudioThumbnailCache - this provides a background
							thread and storage that is used to by the thumbnail, and the cache
							object can be shared between multiple thumbnails
	*/
	AudioThumbnail (int sourceSamplesPerThumbnailSample,
					AudioFormatManager& formatManagerToUse,
					AudioThumbnailCache& cacheToUse);

	/** Destructor. */
	~AudioThumbnail();

	/** Specifies the file or stream that contains the audio file.

		For a file, just call
		@code
		setSource (new FileInputSource (file))
		@endcode

		You can pass a zero in here to clear the thumbnail.

		The source that is passed in will be deleted by this object when it is no
		longer needed
	*/
	void setSource (InputSource* newSource);

	/** Reloads the low res thumbnail data from an input stream.

		The thumb will automatically attempt to reload itself from its
		AudioThumbnailCache.
	*/
	void loadFrom (InputStream& input);

	/** Saves the low res thumbnail data to an output stream.

		The thumb will automatically attempt to save itself to its
		AudioThumbnailCache after it finishes scanning the wave file.
	*/
	void saveTo (OutputStream& output) const;

	/** Returns the number of channels in the file.
	*/
	int getNumChannels() const throw();

	/** Returns the length of the audio file, in seconds.
	*/
	double getTotalLength() const throw();

	/** Renders the waveform shape for a channel.

		The waveform will be drawn within  the specified rectangle, where startTime
		and endTime specify the times within the audio file that should be positioned
		at the left and right edges of the rectangle.

		The waveform will be scaled vertically so that a full-volume sample will fill
		the rectangle vertically, but you can also specify an extra vertical scale factor
		with the verticalZoomFactor parameter.
	*/
	void drawChannel (Graphics& g,
					  int x, int y, int w, int h,
					  double startTimeSeconds,
					  double endTimeSeconds,
					  int channelNum,
					  float verticalZoomFactor);

	/** Returns true if the low res preview is fully generated. */
	bool isFullyLoaded() const throw();

	/** The binary data format that is stored in the thumbnail file. */
	struct DataFormat
	{
		char   thumbnailMagic[4];	   /**< Should be 'jatm'. */
		int32  samplesPerThumbSample;   /**< Number of source samples per thumbnail sample. */
		int64  totalSamples;		/**< Total number of source samples. */
		int64  numFinishedSamples;	  /**< Number of valid source samples that have been read into the thumbnail. */
		int32  numThumbnailSamples;	 /**< Number of samples in the thumbnail data. */
		int32  numChannels;		 /**< Number of audio channels. */
		int32  sampleRate;		  /**< Source sample rate. */
		char   future[16];		  /**< Reserved for future use. */
		char   data[1];		 /**< The raw thumbnail samples, two signed bytes per
											 sample (min and max values). Channels are interleaved. */

		/** Flips the endianness of the values in this data structure if the CPU is big-endian. */
		void flipEndiannessIfBigEndian() throw();
	};

	/** @internal */
	bool useTimeSlice();
	/** @internal */
	void timerCallback();

	juce_UseDebuggingNewOperator

private:
	AudioFormatManager& formatManagerToUse;
	AudioThumbnailCache& cache;
	ScopedPointer <InputSource> source;
	CriticalSection readerLock;
	ScopedPointer <AudioFormatReader> reader;
	MemoryBlock data, cachedLevels;
	int orginalSamplesPerThumbnailSample;
	int numChannelsCached, numSamplesCached;
	double cachedStart, cachedTimePerPixel;
	bool cacheNeedsRefilling;
	const int timeBeforeDeletingReader;

	friend class AudioThumbnailCache;

	void clear();
	AudioFormatReader* createReader() const;
	void generateSection (AudioFormatReader& reader, int64 startSample, int numSamples);
	char* getChannelData (int channel) const;
	void refillCache (int numSamples, double startTime, double timePerPixel);
	DataFormat* getData() const throw();

	// true if it needs more callbacks from the readNextBlockFromAudioFile() method
	bool initialiseFromAudioFile (AudioFormatReader& reader);

	// returns true if more needs to be read
	bool readNextBlockFromAudioFile (AudioFormatReader& reader);
};

#endif   // __JUCE_AUDIOTHUMBNAIL_JUCEHEADER__
/*** End of inlined file: juce_AudioThumbnail.h ***/


#endif
#ifndef __JUCE_AUDIOTHUMBNAILCACHE_JUCEHEADER__

/*** Start of inlined file: juce_AudioThumbnailCache.h ***/
#ifndef __JUCE_AUDIOTHUMBNAILCACHE_JUCEHEADER__
#define __JUCE_AUDIOTHUMBNAILCACHE_JUCEHEADER__

struct ThumbnailCacheEntry;

/**
	An instance of this class is used to manage multiple AudioThumbnail objects.

	The cache runs a single background thread that is shared by all the thumbnails
	that need it, and it maintains a set of low-res previews in memory, to avoid
	having to re-scan audio files too often.

	@see AudioThumbnail
*/
class JUCE_API  AudioThumbnailCache   : public TimeSliceThread
{
public:

	/** Creates a cache object.

		The maxNumThumbsToStore parameter lets you specify how many previews should
		be kept in memory at once.
	*/
	explicit AudioThumbnailCache (int maxNumThumbsToStore);

	/** Destructor. */
	~AudioThumbnailCache();

	/** Clears out any stored thumbnails.
	*/
	void clear();

	/** Reloads the specified thumb if this cache contains the appropriate stored
		data.

		This is called automatically by the AudioThumbnail class, so you shouldn't
		normally need to call it directly.
	*/
	bool loadThumb (AudioThumbnail& thumb, int64 hashCode);

	/** Stores the cachable data from the specified thumb in this cache.

		This is called automatically by the AudioThumbnail class, so you shouldn't
		normally need to call it directly.
	*/
	void storeThumb (const AudioThumbnail& thumb, int64 hashCode);

	juce_UseDebuggingNewOperator

private:

	OwnedArray <ThumbnailCacheEntry> thumbs;
	int maxNumThumbsToStore;

	friend class AudioThumbnail;
	void addThumbnail (AudioThumbnail* thumb);
	void removeThumbnail (AudioThumbnail* thumb);
};

#endif   // __JUCE_AUDIOTHUMBNAILCACHE_JUCEHEADER__
/*** End of inlined file: juce_AudioThumbnailCache.h ***/


#endif
#ifndef __JUCE_FLACAUDIOFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_FlacAudioFormat.h ***/
#ifndef __JUCE_FLACAUDIOFORMAT_JUCEHEADER__
#define __JUCE_FLACAUDIOFORMAT_JUCEHEADER__

#if JUCE_USE_FLAC || defined (DOXYGEN)

/**
	Reads and writes the lossless-compression FLAC audio format.

	To compile this, you'll need to set the JUCE_USE_FLAC flag in juce_Config.h,
	and make sure your include search path and library search path are set up to find
	the FLAC header files and static libraries.

	@see AudioFormat
*/
class JUCE_API  FlacAudioFormat	: public AudioFormat
{
public:

	FlacAudioFormat();
	~FlacAudioFormat();

	const Array <int> getPossibleSampleRates();
	const Array <int> getPossibleBitDepths();
	bool canDoStereo();
	bool canDoMono();
	bool isCompressed();

	AudioFormatReader* createReaderFor (InputStream* sourceStream,
										bool deleteStreamIfOpeningFails);

	AudioFormatWriter* createWriterFor (OutputStream* streamToWriteTo,
										double sampleRateToUse,
										unsigned int numberOfChannels,
										int bitsPerSample,
										const StringPairArray& metadataValues,
										int qualityOptionIndex);

	juce_UseDebuggingNewOperator
};

#endif
#endif   // __JUCE_FLACAUDIOFORMAT_JUCEHEADER__
/*** End of inlined file: juce_FlacAudioFormat.h ***/


#endif
#ifndef __JUCE_OGGVORBISAUDIOFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_OggVorbisAudioFormat.h ***/
#ifndef __JUCE_OGGVORBISAUDIOFORMAT_JUCEHEADER__
#define __JUCE_OGGVORBISAUDIOFORMAT_JUCEHEADER__

#if JUCE_USE_OGGVORBIS || defined (DOXYGEN)

/**
	Reads and writes the Ogg-Vorbis audio format.

	To compile this, you'll need to set the JUCE_USE_OGGVORBIS flag in juce_Config.h,
	and make sure your include search path and library search path are set up to find
	the Vorbis and Ogg header files and static libraries.

	@see AudioFormat,
*/
class JUCE_API  OggVorbisAudioFormat : public AudioFormat
{
public:

	OggVorbisAudioFormat();
	~OggVorbisAudioFormat();

	const Array <int> getPossibleSampleRates();
	const Array <int> getPossibleBitDepths();
	bool canDoStereo();
	bool canDoMono();
	bool isCompressed();
	const StringArray getQualityOptions();

	/** Tries to estimate the quality level of an ogg file based on its size.

		If it can't read the file for some reason, this will just return 1 (medium quality),
		otherwise it will return the approximate quality setting that would have been used
		to create the file.

		@see getQualityOptions
	*/
	int estimateOggFileQuality (const File& source);

	AudioFormatReader* createReaderFor (InputStream* sourceStream,
										bool deleteStreamIfOpeningFails);

	AudioFormatWriter* createWriterFor (OutputStream* streamToWriteTo,
										double sampleRateToUse,
										unsigned int numberOfChannels,
										int bitsPerSample,
										const StringPairArray& metadataValues,
										int qualityOptionIndex);

	juce_UseDebuggingNewOperator
};

#endif
#endif   // __JUCE_OGGVORBISAUDIOFORMAT_JUCEHEADER__
/*** End of inlined file: juce_OggVorbisAudioFormat.h ***/


#endif
#ifndef __JUCE_QUICKTIMEAUDIOFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_QuickTimeAudioFormat.h ***/
#ifndef __JUCE_QUICKTIMEAUDIOFORMAT_JUCEHEADER__
#define __JUCE_QUICKTIMEAUDIOFORMAT_JUCEHEADER__

#if JUCE_QUICKTIME

/**
	Uses QuickTime to read the audio track a movie or media file.

	As well as QuickTime movies, this should also manage to open other audio
	files that quicktime can understand, like mp3, m4a, etc.

	@see AudioFormat
*/
class JUCE_API  QuickTimeAudioFormat  : public AudioFormat
{
public:

	/** Creates a format object. */
	QuickTimeAudioFormat();

	/** Destructor. */
	~QuickTimeAudioFormat();

	const Array <int> getPossibleSampleRates();
	const Array <int> getPossibleBitDepths();
	bool canDoStereo();
	bool canDoMono();

	AudioFormatReader* createReaderFor (InputStream* sourceStream,
										bool deleteStreamIfOpeningFails);

	AudioFormatWriter* createWriterFor (OutputStream* streamToWriteTo,
										double sampleRateToUse,
										unsigned int numberOfChannels,
										int bitsPerSample,
										const StringPairArray& metadataValues,
										int qualityOptionIndex);

	juce_UseDebuggingNewOperator
};

#endif
#endif   // __JUCE_QUICKTIMEAUDIOFORMAT_JUCEHEADER__
/*** End of inlined file: juce_QuickTimeAudioFormat.h ***/


#endif
#ifndef __JUCE_WAVAUDIOFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_WavAudioFormat.h ***/
#ifndef __JUCE_WAVAUDIOFORMAT_JUCEHEADER__
#define __JUCE_WAVAUDIOFORMAT_JUCEHEADER__

/**
	Reads and Writes WAV format audio files.

	@see AudioFormat
*/
class JUCE_API  WavAudioFormat  : public AudioFormat
{
public:

	/** Creates a format object. */
	WavAudioFormat();

	/** Destructor. */
	~WavAudioFormat();

	/** Metadata property name used by wav readers and writers for adding
		a BWAV chunk to the file.

		@see AudioFormatReader::metadataValues, createWriterFor
	*/
	static const char* const bwavDescription;

	/** Metadata property name used by wav readers and writers for adding
		a BWAV chunk to the file.

		@see AudioFormatReader::metadataValues, createWriterFor
	*/
	static const char* const bwavOriginator;

	/** Metadata property name used by wav readers and writers for adding
		a BWAV chunk to the file.

		@see AudioFormatReader::metadataValues, createWriterFor
	*/
	static const char* const bwavOriginatorRef;

	/** Metadata property name used by wav readers and writers for adding
		a BWAV chunk to the file.

		Date format is: yyyy-mm-dd

		@see AudioFormatReader::metadataValues, createWriterFor
	*/
	static const char* const bwavOriginationDate;

	/** Metadata property name used by wav readers and writers for adding
		a BWAV chunk to the file.

		Time format is: hh-mm-ss

		@see AudioFormatReader::metadataValues, createWriterFor
	*/
	static const char* const bwavOriginationTime;

	/** Metadata property name used by wav readers and writers for adding
		a BWAV chunk to the file.

		This is the number of samples from the start of an edit that the
		file is supposed to begin at. Seems like an obvious mistake to
		only allow a file to occur in an edit once, but that's the way
		it is..

		@see AudioFormatReader::metadataValues, createWriterFor
	*/
	static const char* const bwavTimeReference;

	/** Metadata property name used by wav readers and writers for adding
		a BWAV chunk to the file.

		This is a

		@see AudioFormatReader::metadataValues, createWriterFor
	*/
	static const char* const bwavCodingHistory;

	/** Utility function to fill out the appropriate metadata for a BWAV file.

		This just makes it easier than using the property names directly, and it
		fills out the time and date in the right format.
	*/
	static const StringPairArray createBWAVMetadata (const String& description,
													 const String& originator,
													 const String& originatorRef,
													 const Time& dateAndTime,
													 const int64 timeReferenceSamples,
													 const String& codingHistory);

	const Array <int> getPossibleSampleRates();
	const Array <int> getPossibleBitDepths();
	bool canDoStereo();
	bool canDoMono();

	AudioFormatReader* createReaderFor (InputStream* sourceStream,
										bool deleteStreamIfOpeningFails);

	AudioFormatWriter* createWriterFor (OutputStream* streamToWriteTo,
										double sampleRateToUse,
										unsigned int numberOfChannels,
										int bitsPerSample,
										const StringPairArray& metadataValues,
										int qualityOptionIndex);

	/** Utility function to replace the metadata in a wav file with a new set of values.

		If possible, this cheats by overwriting just the metadata region of the file, rather
		than by copying the whole file again.
	*/
	bool replaceMetadataInFile (const File& wavFile, const StringPairArray& newMetadata);

	juce_UseDebuggingNewOperator
};

#endif   // __JUCE_WAVAUDIOFORMAT_JUCEHEADER__
/*** End of inlined file: juce_WavAudioFormat.h ***/


#endif
#ifndef __JUCE_AUDIOFORMATREADERSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_AudioFormatReaderSource.h ***/
#ifndef __JUCE_AUDIOFORMATREADERSOURCE_JUCEHEADER__
#define __JUCE_AUDIOFORMATREADERSOURCE_JUCEHEADER__


/*** Start of inlined file: juce_PositionableAudioSource.h ***/
#ifndef __JUCE_POSITIONABLEAUDIOSOURCE_JUCEHEADER__
#define __JUCE_POSITIONABLEAUDIOSOURCE_JUCEHEADER__

/**
	A type of AudioSource which can be repositioned.

	The basic AudioSource just streams continuously with no idea of a current
	time or length, so the PositionableAudioSource is used for a finite stream
	that has a current read position.

	@see AudioSource, AudioTransportSource
*/
class JUCE_API  PositionableAudioSource  : public AudioSource
{
protected:

	/** Creates the PositionableAudioSource. */
	PositionableAudioSource() throw()   {}

public:
	/** Destructor */
	~PositionableAudioSource()	  {}

	/** Tells the stream to move to a new position.

		Calling this indicates that the next call to AudioSource::getNextAudioBlock()
		should return samples from this position.

		Note that this may be called on a different thread to getNextAudioBlock(),
		so the subclass should make sure it's synchronised.
	*/
	virtual void setNextReadPosition (int newPosition) = 0;

	/** Returns the position from which the next block will be returned.

		@see setNextReadPosition
	*/
	virtual int getNextReadPosition() const = 0;

	/** Returns the total length of the stream (in samples). */
	virtual int getTotalLength() const = 0;

	/** Returns true if this source is actually playing in a loop. */
	virtual bool isLooping() const = 0;

	/** Tells the source whether you'd like it to play in a loop. */
	virtual void setLooping (bool shouldLoop)	   { (void) shouldLoop; }
};

#endif   // __JUCE_POSITIONABLEAUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_PositionableAudioSource.h ***/

/**
	A type of AudioSource that will read from an AudioFormatReader.

	@see PositionableAudioSource, AudioTransportSource, BufferingAudioSource
*/
class JUCE_API  AudioFormatReaderSource  : public PositionableAudioSource
{
public:

	/** Creates an AudioFormatReaderSource for a given reader.

		@param sourceReader			 the reader to use as the data source
		@param deleteReaderWhenThisIsDeleted	if true, the reader passed-in will be deleted
												when this object is deleted; if false it will be
												left up to the caller to manage its lifetime
	*/
	AudioFormatReaderSource (AudioFormatReader* sourceReader,
							 bool deleteReaderWhenThisIsDeleted);

	/** Destructor. */
	~AudioFormatReaderSource();

	/** Toggles loop-mode.

		If set to true, it will continuously loop the input source. If false,
		it will just emit silence after the source has finished.

		@see isLooping
	*/
	void setLooping (bool shouldLoop);

	/** Returns whether loop-mode is turned on or not. */
	bool isLooping() const					  { return looping; }

	/** Returns the reader that's being used. */
	AudioFormatReader* getAudioFormatReader() const throw()	 { return reader; }

	/** Implementation of the AudioSource method. */
	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);

	/** Implementation of the AudioSource method. */
	void releaseResources();

	/** Implementation of the AudioSource method. */
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	/** Implements the PositionableAudioSource method. */
	void setNextReadPosition (int newPosition);

	/** Implements the PositionableAudioSource method. */
	int getNextReadPosition() const;

	/** Implements the PositionableAudioSource method. */
	int getTotalLength() const;

	juce_UseDebuggingNewOperator

private:
	AudioFormatReader* reader;
	bool deleteReader;

	int volatile nextPlayPos;
	bool volatile looping;

	void readBufferSection (int start, int length, AudioSampleBuffer& buffer, int startSample);

	AudioFormatReaderSource (const AudioFormatReaderSource&);
	AudioFormatReaderSource& operator= (const AudioFormatReaderSource&);
};

#endif   // __JUCE_AUDIOFORMATREADERSOURCE_JUCEHEADER__
/*** End of inlined file: juce_AudioFormatReaderSource.h ***/


#endif
#ifndef __JUCE_AUDIOSOURCE_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOSOURCEPLAYER_JUCEHEADER__

/*** Start of inlined file: juce_AudioSourcePlayer.h ***/
#ifndef __JUCE_AUDIOSOURCEPLAYER_JUCEHEADER__
#define __JUCE_AUDIOSOURCEPLAYER_JUCEHEADER__


/*** Start of inlined file: juce_AudioIODevice.h ***/
#ifndef __JUCE_AUDIOIODEVICE_JUCEHEADER__
#define __JUCE_AUDIOIODEVICE_JUCEHEADER__

class AudioIODevice;

/**
	One of these is passed to an AudioIODevice object to stream the audio data
	in and out.

	The AudioIODevice will repeatedly call this class's audioDeviceIOCallback()
	method on its own high-priority audio thread, when it needs to send or receive
	the next block of data.

	@see AudioIODevice, AudioDeviceManager
*/
class JUCE_API  AudioIODeviceCallback
{
public:
	/** Destructor. */
	virtual ~AudioIODeviceCallback()  {}

	/** Processes a block of incoming and outgoing audio data.

		The subclass's implementation should use the incoming audio for whatever
		purposes it needs to, and must fill all the output channels with the next
		block of output data before returning.

		The channel data is arranged with the same array indices as the channel name
		array returned by AudioIODevice::getOutputChannelNames(), but those channels
		that aren't specified in AudioIODevice::open() will have a null pointer for their
		associated channel, so remember to check for this.

		@param inputChannelData	 a set of arrays containing the audio data for each
									incoming channel - this data is valid until the function
									returns. There will be one channel of data for each input
									channel that was enabled when the audio device was opened
									(see AudioIODevice::open())
		@param numInputChannels	 the number of pointers to channel data in the
									inputChannelData array.
		@param outputChannelData	a set of arrays which need to be filled with the data
									that should be sent to each outgoing channel of the device.
									There will be one channel of data for each output channel
									that was enabled when the audio device was opened (see
									AudioIODevice::open())
									The initial contents of the array is undefined, so the
									callback function must fill all the channels with zeros if
									its output is silence. Failing to do this could cause quite
									an unpleasant noise!
		@param numOutputChannels	the number of pointers to channel data in the
									outputChannelData array.
		@param numSamples	   the number of samples in each channel of the input and
									output arrays. The number of samples will depend on the
									audio device's buffer size and will usually remain constant,
									although this isn't guaranteed, so make sure your code can
									cope with reasonable changes in the buffer size from one
									callback to the next.
	*/
	virtual void audioDeviceIOCallback (const float** inputChannelData,
										int numInputChannels,
										float** outputChannelData,
										int numOutputChannels,
										int numSamples) = 0;

	/** Called to indicate that the device is about to start calling back.

		This will be called just before the audio callbacks begin, either when this
		callback has just been added to an audio device, or after the device has been
		restarted because of a sample-rate or block-size change.

		You can use this opportunity to find out the sample rate and block size
		that the device is going to use by calling the AudioIODevice::getCurrentSampleRate()
		and AudioIODevice::getCurrentBufferSizeSamples() on the supplied pointer.

		@param device	   the audio IO device that will be used to drive the callback.
							Note that if you're going to store this this pointer, it is
							only valid until the next time that audioDeviceStopped is called.
	*/
	virtual void audioDeviceAboutToStart (AudioIODevice* device) = 0;

	/** Called to indicate that the device has stopped.
	*/
	virtual void audioDeviceStopped() = 0;
};

/**
	Base class for an audio device with synchronised input and output channels.

	Subclasses of this are used to implement different protocols such as DirectSound,
	ASIO, CoreAudio, etc.

	To create one of these, you'll need to use the AudioIODeviceType class - see the
	documentation for that class for more info.

	For an easier way of managing audio devices and their settings, have a look at the
	AudioDeviceManager class.

	@see AudioIODeviceType, AudioDeviceManager
*/
class JUCE_API  AudioIODevice
{
public:
	/** Destructor. */
	virtual ~AudioIODevice();

	/** Returns the device's name, (as set in the constructor). */
	const String& getName() const throw()			   { return name; }

	/** Returns the type of the device.

		E.g. "CoreAudio", "ASIO", etc. - this comes from the AudioIODeviceType that created it.
	*/
	const String& getTypeName() const throw()			   { return typeName; }

	/** Returns the names of all the available output channels on this device.
		To find out which of these are currently in use, call getActiveOutputChannels().
	*/
	virtual const StringArray getOutputChannelNames() = 0;

	/** Returns the names of all the available input channels on this device.
		To find out which of these are currently in use, call getActiveInputChannels().
	*/
	virtual const StringArray getInputChannelNames() = 0;

	/** Returns the number of sample-rates this device supports.

		To find out which rates are available on this device, use this method to
		find out how many there are, and getSampleRate() to get the rates.

		@see getSampleRate
	*/
	virtual int getNumSampleRates() = 0;

	/** Returns one of the sample-rates this device supports.

		To find out which rates are available on this device, use getNumSampleRates() to
		find out how many there are, and getSampleRate() to get the individual rates.

		The sample rate is set by the open() method.

		(Note that for DirectSound some rates might not work, depending on combinations
		of i/o channels that are being opened).

		@see getNumSampleRates
	*/
	virtual double getSampleRate (int index) = 0;

	/** Returns the number of sizes of buffer that are available.

		@see getBufferSizeSamples, getDefaultBufferSize
	*/
	virtual int getNumBufferSizesAvailable() = 0;

	/** Returns one of the possible buffer-sizes.

		@param index	the index of the buffer-size to use, from 0 to getNumBufferSizesAvailable() - 1
		@returns a number of samples
		@see getNumBufferSizesAvailable, getDefaultBufferSize
	*/
	virtual int getBufferSizeSamples (int index) = 0;

	/** Returns the default buffer-size to use.

		@returns a number of samples
		@see getNumBufferSizesAvailable, getBufferSizeSamples
	*/
	virtual int getDefaultBufferSize() = 0;

	/** Tries to open the device ready to play.

		@param inputChannels	a BigInteger in which a set bit indicates that the corresponding
									input channel should be enabled
		@param outputChannels	   a BigInteger in which a set bit indicates that the corresponding
									output channel should be enabled
		@param sampleRate	   the sample rate to try to use - to find out which rates are
									available, see getNumSampleRates() and getSampleRate()
		@param bufferSizeSamples	the size of i/o buffer to use - to find out the available buffer
									sizes, see getNumBufferSizesAvailable() and getBufferSizeSamples()
		@returns	an error description if there's a problem, or an empty string if it succeeds in
					opening the device
		@see close
	*/
	virtual const String open (const BigInteger& inputChannels,
							   const BigInteger& outputChannels,
							   double sampleRate,
							   int bufferSizeSamples) = 0;

	/** Closes and releases the device if it's open. */
	virtual void close() = 0;

	/** Returns true if the device is still open.

		A device might spontaneously close itself if something goes wrong, so this checks if
		it's still open.
	*/
	virtual bool isOpen() = 0;

	/** Starts the device actually playing.

		This must be called after the device has been opened.

		@param callback	 the callback to use for streaming the data.
		@see AudioIODeviceCallback, open
	*/
	virtual void start (AudioIODeviceCallback* callback) = 0;

	/** Stops the device playing.

		Once a device has been started, this will stop it. Any pending calls to the
		callback class will be flushed before this method returns.
	*/
	virtual void stop() = 0;

	/** Returns true if the device is still calling back.

		The device might mysteriously stop, so this checks whether it's
		still playing.
	*/
	virtual bool isPlaying() = 0;

	/** Returns the last error that happened if anything went wrong. */
	virtual const String getLastError() = 0;

	/** Returns the buffer size that the device is currently using.

		If the device isn't actually open, this value doesn't really mean much.
	*/
	virtual int getCurrentBufferSizeSamples() = 0;

	/** Returns the sample rate that the device is currently using.

		If the device isn't actually open, this value doesn't really mean much.
	*/
	virtual double getCurrentSampleRate() = 0;

	/** Returns the device's current physical bit-depth.

		If the device isn't actually open, this value doesn't really mean much.
	*/
	virtual int getCurrentBitDepth() = 0;

	/** Returns a mask showing which of the available output channels are currently
		enabled.
		@see getOutputChannelNames
	*/
	virtual const BigInteger getActiveOutputChannels() const = 0;

	/** Returns a mask showing which of the available input channels are currently
		enabled.
		@see getInputChannelNames
	*/
	virtual const BigInteger getActiveInputChannels() const = 0;

	/** Returns the device's output latency.

		This is the delay in samples between a callback getting a block of data, and
		that data actually getting played.
	*/
	virtual int getOutputLatencyInSamples() = 0;

	/** Returns the device's input latency.

		This is the delay in samples between some audio actually arriving at the soundcard,
		and the callback getting passed this block of data.
	*/
	virtual int getInputLatencyInSamples() = 0;

	/** True if this device can show a pop-up control panel for editing its settings.

		This is generally just true of ASIO devices. If true, you can call showControlPanel()
		to display it.
	*/
	virtual bool hasControlPanel() const;

	/** Shows a device-specific control panel if there is one.

		This should only be called for devices which return true from hasControlPanel().
	*/
	virtual bool showControlPanel();

protected:
	/** Creates a device, setting its name and type member variables. */
	AudioIODevice (const String& deviceName,
				   const String& typeName);

	/** @internal */
	String name, typeName;
};

#endif   // __JUCE_AUDIOIODEVICE_JUCEHEADER__
/*** End of inlined file: juce_AudioIODevice.h ***/

/**
	Wrapper class to continuously stream audio from an audio source to an
	AudioIODevice.

	This object acts as an AudioIODeviceCallback, so can be attached to an
	output device, and will stream audio from an AudioSource.
*/
class JUCE_API  AudioSourcePlayer  : public AudioIODeviceCallback
{
public:

	/** Creates an empty AudioSourcePlayer. */
	AudioSourcePlayer();

	/** Destructor.

		Make sure this object isn't still being used by an AudioIODevice before
		deleting it!
	*/
	virtual ~AudioSourcePlayer();

	/** Changes the current audio source to play from.

		If the source passed in is already being used, this method will do nothing.
		If the source is not null, its prepareToPlay() method will be called
		before it starts being used for playback.

		If there's another source currently playing, its releaseResources() method
		will be called after it has been swapped for the new one.

		@param newSource		the new source to use - this will NOT be deleted
										by this object when no longer needed, so it's the
										caller's responsibility to manage it.
	*/
	void setSource (AudioSource* newSource);

	/** Returns the source that's playing.

		May return 0 if there's no source.
	*/
	AudioSource* getCurrentSource() const throw()	   { return source; }

	/** Sets a gain to apply to the audio data.
		@see getGain
	*/
	void setGain (float newGain) throw();

	/** Returns the current gain.
		@see setGain
	*/
	float getGain() const throw()			   { return gain; }

	/** Implementation of the AudioIODeviceCallback method. */
	void audioDeviceIOCallback (const float** inputChannelData,
								int totalNumInputChannels,
								float** outputChannelData,
								int totalNumOutputChannels,
								int numSamples);

	/** Implementation of the AudioIODeviceCallback method. */
	void audioDeviceAboutToStart (AudioIODevice* device);

	/** Implementation of the AudioIODeviceCallback method. */
	void audioDeviceStopped();

	juce_UseDebuggingNewOperator

private:

	CriticalSection readLock;
	AudioSource* source;
	double sampleRate;
	int bufferSize;
	float* channels [128];
	float* outputChans [128];
	const float* inputChans [128];
	AudioSampleBuffer tempBuffer;
	float lastGain, gain;

	AudioSourcePlayer (const AudioSourcePlayer&);
	AudioSourcePlayer& operator= (const AudioSourcePlayer&);
};

#endif   // __JUCE_AUDIOSOURCEPLAYER_JUCEHEADER__
/*** End of inlined file: juce_AudioSourcePlayer.h ***/


#endif
#ifndef __JUCE_AUDIOTRANSPORTSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_AudioTransportSource.h ***/
#ifndef __JUCE_AUDIOTRANSPORTSOURCE_JUCEHEADER__
#define __JUCE_AUDIOTRANSPORTSOURCE_JUCEHEADER__


/*** Start of inlined file: juce_BufferingAudioSource.h ***/
#ifndef __JUCE_BUFFERINGAUDIOSOURCE_JUCEHEADER__
#define __JUCE_BUFFERINGAUDIOSOURCE_JUCEHEADER__

/**
	An AudioSource which takes another source as input, and buffers it using a thread.

	Create this as a wrapper around another thread, and it will read-ahead with
	a background thread to smooth out playback. You can either create one of these
	directly, or use it indirectly using an AudioTransportSource.

	@see PositionableAudioSource, AudioTransportSource
*/
class JUCE_API  BufferingAudioSource  : public PositionableAudioSource
{
public:

	/** Creates a BufferingAudioSource.

		@param source		   the input source to read from
		@param deleteSourceWhenDeleted  if true, then the input source object will
										be deleted when this object is deleted
		@param numberOfSamplesToBuffer  the size of buffer to use for reading ahead
	*/
	BufferingAudioSource (PositionableAudioSource* source,
						  bool deleteSourceWhenDeleted,
						  int numberOfSamplesToBuffer);

	/** Destructor.

		The input source may be deleted depending on whether the deleteSourceWhenDeleted
		flag was set in the constructor.
	*/
	~BufferingAudioSource();

	/** Implementation of the AudioSource method. */
	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);

	/** Implementation of the AudioSource method. */
	void releaseResources();

	/** Implementation of the AudioSource method. */
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	/** Implements the PositionableAudioSource method. */
	void setNextReadPosition (int newPosition);

	/** Implements the PositionableAudioSource method. */
	int getNextReadPosition() const;

	/** Implements the PositionableAudioSource method. */
	int getTotalLength() const		  { return source->getTotalLength(); }

	/** Implements the PositionableAudioSource method. */
	bool isLooping() const			  { return source->isLooping(); }

	juce_UseDebuggingNewOperator

private:

	PositionableAudioSource* source;
	bool deleteSourceWhenDeleted;
	int numberOfSamplesToBuffer;
	AudioSampleBuffer buffer;
	CriticalSection bufferStartPosLock;
	int volatile bufferValidStart, bufferValidEnd, nextPlayPos;
	bool wasSourceLooping;
	double volatile sampleRate;

	friend class SharedBufferingAudioSourceThread;
	bool readNextBufferChunk();
	void readBufferSection (int start, int length, int bufferOffset);

	BufferingAudioSource (const BufferingAudioSource&);
	BufferingAudioSource& operator= (const BufferingAudioSource&);
};

#endif   // __JUCE_BUFFERINGAUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_BufferingAudioSource.h ***/


/*** Start of inlined file: juce_ResamplingAudioSource.h ***/
#ifndef __JUCE_RESAMPLINGAUDIOSOURCE_JUCEHEADER__
#define __JUCE_RESAMPLINGAUDIOSOURCE_JUCEHEADER__

/**
	A type of AudioSource that takes an input source and changes its sample rate.

	@see AudioSource
*/
class JUCE_API  ResamplingAudioSource  : public AudioSource
{
public:

	/** Creates a ResamplingAudioSource for a given input source.

		@param inputSource		  the input source to read from
		@param deleteInputWhenDeleted   if true, the input source will be deleted when
										this object is deleted
		@param numChannels		  the number of channels to process
	*/
	ResamplingAudioSource (AudioSource* inputSource,
						   bool deleteInputWhenDeleted,
						   int numChannels = 2);

	/** Destructor. */
	~ResamplingAudioSource();

	/** Changes the resampling ratio.

		(This value can be changed at any time, even while the source is running).

		@param samplesInPerOutputSample	 if set to 1.0, the input is passed through; higher
											values will speed it up; lower values will slow it
											down. The ratio must be greater than 0
	*/
	void setResamplingRatio (double samplesInPerOutputSample);

	/** Returns the current resampling ratio.

		This is the value that was set by setResamplingRatio().
	*/
	double getResamplingRatio() const throw()		   { return ratio; }

	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);
	void releaseResources();
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	juce_UseDebuggingNewOperator

private:
	AudioSource* const input;
	const bool deleteInputWhenDeleted;
	double ratio, lastRatio;
	AudioSampleBuffer buffer;
	int bufferPos, sampsInBuffer;
	double subSampleOffset;
	double coefficients[6];
	CriticalSection ratioLock;
	const int numChannels;
	HeapBlock<float*> destBuffers, srcBuffers;

	void setFilterCoefficients (double c1, double c2, double c3, double c4, double c5, double c6);
	void createLowPass (double proportionalRate);

	struct FilterState
	{
		double x1, x2, y1, y2;
	};

	HeapBlock<FilterState> filterStates;
	void resetFilters();

	void applyFilter (float* samples, int num, FilterState& fs);

	ResamplingAudioSource (const ResamplingAudioSource&);
	ResamplingAudioSource& operator= (const ResamplingAudioSource&);
};

#endif   // __JUCE_RESAMPLINGAUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_ResamplingAudioSource.h ***/

/**
	An AudioSource that takes a PositionableAudioSource and allows it to be
	played, stopped, started, etc.

	This can also be told use a buffer and background thread to read ahead, and
	if can correct for different sample-rates.

	You may want to use one of these along with an AudioSourcePlayer and AudioIODevice
	to control playback of an audio file.

	@see AudioSource, AudioSourcePlayer
*/
class JUCE_API  AudioTransportSource  : public PositionableAudioSource,
										public ChangeBroadcaster
{
public:

	/** Creates an AudioTransportSource.

		After creating one of these, use the setSource() method to select an input source.
	*/
	AudioTransportSource();

	/** Destructor. */
	~AudioTransportSource();

	/** Sets the reader that is being used as the input source.

		This will stop playback, reset the position to 0 and change to the new reader.

		The source passed in will not be deleted by this object, so must be managed by
		the caller.

		@param newSource			the new input source to use. This may be zero
		@param readAheadBufferSize		  a size of buffer to use for reading ahead. If this
												is zero, no reading ahead will be done; if it's
												greater than zero, a BufferingAudioSource will be used
												to do the reading-ahead
		@param sourceSampleRateToCorrectFor	 if this is non-zero, it specifies the sample
												rate of the source, and playback will be sample-rate
												adjusted to maintain playback at the correct pitch. If
												this is 0, no sample-rate adjustment will be performed
	*/
	void setSource (PositionableAudioSource* newSource,
					int readAheadBufferSize = 0,
					double sourceSampleRateToCorrectFor = 0.0);

	/** Changes the current playback position in the source stream.

		The next time the getNextAudioBlock() method is called, this
		is the time from which it'll read data.

		@see getPosition
	*/
	void setPosition (double newPosition);

	/** Returns the position that the next data block will be read from

		This is a time in seconds.
	*/
	double getCurrentPosition() const;

	/** Returns true if the player has stopped because its input stream ran out of data.
	*/
	bool hasStreamFinished() const throw()		  { return inputStreamEOF; }

	/** Starts playing (if a source has been selected).

		If it starts playing, this will send a message to any ChangeListeners
		that are registered with this object.
	*/
	void start();

	/** Stops playing.

		If it's actually playing, this will send a message to any ChangeListeners
		that are registered with this object.
	*/
	void stop();

	/** Returns true if it's currently playing. */
	bool isPlaying() const throw()	  { return playing; }

	/** Changes the gain to apply to the output.

		@param newGain  a factor by which to multiply the outgoing samples,
						so 1.0 = 0dB, 0.5 = -6dB, 2.0 = 6dB, etc.
	*/
	void setGain (float newGain) throw();

	/** Returns the current gain setting.

		@see setGain
	*/
	float getGain() const throw()	   { return gain; }

	/** Implementation of the AudioSource method. */
	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);

	/** Implementation of the AudioSource method. */
	void releaseResources();

	/** Implementation of the AudioSource method. */
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	/** Implements the PositionableAudioSource method. */
	void setNextReadPosition (int newPosition);

	/** Implements the PositionableAudioSource method. */
	int getNextReadPosition() const;

	/** Implements the PositionableAudioSource method. */
	int getTotalLength() const;

	/** Implements the PositionableAudioSource method. */
	bool isLooping() const;

	juce_UseDebuggingNewOperator

private:
	PositionableAudioSource* source;
	ResamplingAudioSource* resamplerSource;
	BufferingAudioSource* bufferingSource;
	PositionableAudioSource* positionableSource;
	AudioSource* masterSource;

	CriticalSection callbackLock;
	float volatile gain, lastGain;
	bool volatile playing, stopped;
	double sampleRate, sourceSampleRate;
	int blockSize, readAheadBufferSize;
	bool isPrepared, inputStreamEOF;

	AudioTransportSource (const AudioTransportSource&);
	AudioTransportSource& operator= (const AudioTransportSource&);
};

#endif   // __JUCE_AUDIOTRANSPORTSOURCE_JUCEHEADER__
/*** End of inlined file: juce_AudioTransportSource.h ***/


#endif
#ifndef __JUCE_BUFFERINGAUDIOSOURCE_JUCEHEADER__

#endif
#ifndef __JUCE_CHANNELREMAPPINGAUDIOSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_ChannelRemappingAudioSource.h ***/
#ifndef __JUCE_CHANNELREMAPPINGAUDIOSOURCE_JUCEHEADER__
#define __JUCE_CHANNELREMAPPINGAUDIOSOURCE_JUCEHEADER__

/**
	An AudioSource that takes the audio from another source, and re-maps its
	input and output channels to a different arrangement.

	You can use this to increase or decrease the number of channels that an
	audio source uses, or to re-order those channels.

	Call the reset() method before using it to set up a default mapping, and then
	the setInputChannelMapping() and setOutputChannelMapping() methods to
	create an appropriate mapping, otherwise no channels will be connected and
	it'll produce silence.

	@see AudioSource
*/
class ChannelRemappingAudioSource  : public AudioSource
{
public:

	/** Creates a remapping source that will pass on audio from the given input.

		@param source	   the input source to use. Make sure that this doesn't
							get deleted before the ChannelRemappingAudioSource object
		@param deleteSourceWhenDeleted  if true, the input source will be deleted
							when this object is deleted, if false, the caller is
							responsible for its deletion
	*/
	ChannelRemappingAudioSource (AudioSource* source,
								 bool deleteSourceWhenDeleted);

	/** Destructor. */
	~ChannelRemappingAudioSource();

	/** Specifies a number of channels that this audio source must produce from its
		getNextAudioBlock() callback.
	*/
	void setNumberOfChannelsToProduce (int requiredNumberOfChannels);

	/** Clears any mapped channels.

		After this, no channels are mapped, so this object will produce silence. Create
		some mappings with setInputChannelMapping() and setOutputChannelMapping().
	*/
	void clearAllMappings();

	/** Creates an input channel mapping.

		When the getNextAudioBlock() method is called, the data in channel sourceChannelIndex of the incoming
		data will be sent to destChannelIndex of our input source.

		@param destChannelIndex	 the index of an input channel in our input audio source (i.e. the
									source specified when this object was created).
		@param sourceChannelIndex   the index of the input channel in the incoming audio data buffer
									during our getNextAudioBlock() callback
	*/
	void setInputChannelMapping (int destChannelIndex,
								 int sourceChannelIndex);

	/** Creates an output channel mapping.

		When the getNextAudioBlock() method is called, the data returned in channel sourceChannelIndex by
		our input audio source will be copied to channel destChannelIndex of the final buffer.

		@param sourceChannelIndex   the index of an output channel coming from our input audio source
									(i.e. the source specified when this object was created).
		@param destChannelIndex	 the index of the output channel in the incoming audio data buffer
									during our getNextAudioBlock() callback
	*/
	void setOutputChannelMapping (int sourceChannelIndex,
								  int destChannelIndex);

	/** Returns the channel from our input that will be sent to channel inputChannelIndex of
		our input audio source.
	*/
	int getRemappedInputChannel (int inputChannelIndex) const;

	/** Returns the output channel to which channel outputChannelIndex of our input audio
		source will be sent to.
	*/
	int getRemappedOutputChannel (int outputChannelIndex) const;

	/** Returns an XML object to encapsulate the state of the mappings.

		@see restoreFromXml
	*/
	XmlElement* createXml() const;

	/** Restores the mappings from an XML object created by createXML().

		@see createXml
	*/
	void restoreFromXml (const XmlElement& e);

	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);
	void releaseResources();
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	juce_UseDebuggingNewOperator

private:
	int requiredNumberOfChannels;
	Array <int> remappedInputs, remappedOutputs;

	AudioSource* const source;
	const bool deleteSourceWhenDeleted;

	AudioSampleBuffer buffer;
	AudioSourceChannelInfo remappedInfo;

	CriticalSection lock;

	ChannelRemappingAudioSource (const ChannelRemappingAudioSource&);
	ChannelRemappingAudioSource& operator= (const ChannelRemappingAudioSource&);
};

#endif   // __JUCE_CHANNELREMAPPINGAUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_ChannelRemappingAudioSource.h ***/


#endif
#ifndef __JUCE_IIRFILTERAUDIOSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_IIRFilterAudioSource.h ***/
#ifndef __JUCE_IIRFILTERAUDIOSOURCE_JUCEHEADER__
#define __JUCE_IIRFILTERAUDIOSOURCE_JUCEHEADER__


/*** Start of inlined file: juce_IIRFilter.h ***/
#ifndef __JUCE_IIRFILTER_JUCEHEADER__
#define __JUCE_IIRFILTER_JUCEHEADER__

/**
	An IIR filter that can perform low, high, or band-pass filtering on an
	audio signal.

	@see IIRFilterAudioSource
*/
class JUCE_API  IIRFilter
{
public:

	/** Creates a filter.

		Initially the filter is inactive, so will have no effect on samples that
		you process with it. Use the appropriate method to turn it into the type
		of filter needed.
	*/
	IIRFilter();

	/** Creates a copy of another filter. */
	IIRFilter (const IIRFilter& other);

	/** Destructor. */
	~IIRFilter();

	/** Resets the filter's processing pipeline, ready to start a new stream of data.

		Note that this clears the processing state, but the type of filter and
		its coefficients aren't changed. To put a filter into an inactive state, use
		the makeInactive() method.
	*/
	void reset() throw();

	/** Performs the filter operation on the given set of samples.
	*/
	void processSamples (float* samples,
						 int numSamples) throw();

	/** Processes a single sample, without any locking or checking.

		Use this if you need fast processing of a single value, but be aware that
		this isn't thread-safe in the way that processSamples() is.
	*/
	float processSingleSampleRaw (float sample) throw();

	/** Sets the filter up to act as a low-pass filter.
	*/
	void makeLowPass (double sampleRate,
					  double frequency) throw();

	/** Sets the filter up to act as a high-pass filter.
	*/
	void makeHighPass (double sampleRate,
					   double frequency) throw();

	/** Sets the filter up to act as a low-pass shelf filter with variable Q and gain.

		The gain is a scale factor that the low frequencies are multiplied by, so values
		greater than 1.0 will boost the low frequencies, values less than 1.0 will
		attenuate them.
	*/
	void makeLowShelf (double sampleRate,
					   double cutOffFrequency,
					   double Q,
					   float gainFactor) throw();

	/** Sets the filter up to act as a high-pass shelf filter with variable Q and gain.

		The gain is a scale factor that the high frequencies are multiplied by, so values
		greater than 1.0 will boost the high frequencies, values less than 1.0 will
		attenuate them.
	*/
	void makeHighShelf (double sampleRate,
						double cutOffFrequency,
						double Q,
						float gainFactor) throw();

	/** Sets the filter up to act as a band pass filter centred around a
		frequency, with a variable Q and gain.

		The gain is a scale factor that the centre frequencies are multiplied by, so
		values greater than 1.0 will boost the centre frequencies, values less than
		1.0 will attenuate them.
	*/
	void makeBandPass (double sampleRate,
					   double centreFrequency,
					   double Q,
					   float gainFactor) throw();

	/** Clears the filter's coefficients so that it becomes inactive.
	*/
	void makeInactive() throw();

	/** Makes this filter duplicate the set-up of another one.
	*/
	void copyCoefficientsFrom (const IIRFilter& other) throw();

	juce_UseDebuggingNewOperator

protected:
	CriticalSection processLock;

	void setCoefficients (double c1, double c2, double c3,
						  double c4, double c5, double c6) throw();

	bool active;
	float coefficients[6];
	float x1, x2, y1, y2;

	// (use the copyCoefficientsFrom() method instead of this operator)
	IIRFilter& operator= (const IIRFilter&);
};

#endif   // __JUCE_IIRFILTER_JUCEHEADER__
/*** End of inlined file: juce_IIRFilter.h ***/

/**
	An AudioSource that performs an IIR filter on another source.
*/
class JUCE_API  IIRFilterAudioSource  : public AudioSource
{
public:

	/** Creates a IIRFilterAudioSource for a given input source.

		@param inputSource		  the input source to read from
		@param deleteInputWhenDeleted   if true, the input source will be deleted when
										this object is deleted
	*/
	IIRFilterAudioSource (AudioSource* inputSource,
						  bool deleteInputWhenDeleted);

	/** Destructor. */
	~IIRFilterAudioSource();

	/** Changes the filter to use the same parameters as the one being passed in.
	*/
	void setFilterParameters (const IIRFilter& newSettings);

	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);
	void releaseResources();
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	juce_UseDebuggingNewOperator

private:

	AudioSource* const input;
	const bool deleteInputWhenDeleted;
	OwnedArray <IIRFilter> iirFilters;

	IIRFilterAudioSource (const IIRFilterAudioSource&);
	IIRFilterAudioSource& operator= (const IIRFilterAudioSource&);
};

#endif   // __JUCE_IIRFILTERAUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_IIRFilterAudioSource.h ***/


#endif
#ifndef __JUCE_MIXERAUDIOSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_MixerAudioSource.h ***/
#ifndef __JUCE_MIXERAUDIOSOURCE_JUCEHEADER__
#define __JUCE_MIXERAUDIOSOURCE_JUCEHEADER__

/**
	An AudioSource that mixes together the output of a set of other AudioSources.

	Input sources can be added and removed while the mixer is running as long as their
	prepareToPlay() and releaseResources() methods are called before and after adding
	them to the mixer.
*/
class JUCE_API  MixerAudioSource  : public AudioSource
{
public:

	/** Creates a MixerAudioSource.
	*/
	MixerAudioSource();

	/** Destructor. */
	~MixerAudioSource();

	/** Adds an input source to the mixer.

		If the mixer is running you'll need to make sure that the input source
		is ready to play by calling its prepareToPlay() method before adding it.
		If the mixer is stopped, then its input sources will be automatically
		prepared when the mixer's prepareToPlay() method is called.

		@param newInput		 the source to add to the mixer
		@param deleteWhenRemoved	if true, then this source will be deleted when
									the mixer is deleted or when removeAllInputs() is
									called (unless the source is previously removed
									with the removeInputSource method)
	*/
	void addInputSource (AudioSource* newInput, bool deleteWhenRemoved);

	/** Removes an input source.

		If the mixer is running, this will remove the source but not call its
		releaseResources() method, so the caller might want to do this manually.

		@param input		the source to remove
		@param deleteSource	 whether to delete this source after it's been removed
	*/
	void removeInputSource (AudioSource* input, bool deleteSource);

	/** Removes all the input sources.

		If the mixer is running, this will remove the sources but not call their
		releaseResources() method, so the caller might want to do this manually.

		Any sources which were added with the deleteWhenRemoved flag set will be
		deleted by this method.
	*/
	void removeAllInputs();

	/** Implementation of the AudioSource method.

		This will call prepareToPlay() on all its input sources.
	*/
	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);

	/** Implementation of the AudioSource method.

		This will call releaseResources() on all its input sources.
	*/
	void releaseResources();

	/** Implementation of the AudioSource method. */
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	juce_UseDebuggingNewOperator

private:

	Array <AudioSource*> inputs;
	BigInteger inputsToDelete;
	CriticalSection lock;
	AudioSampleBuffer tempBuffer;
	double currentSampleRate;
	int bufferSizeExpected;

	MixerAudioSource (const MixerAudioSource&);
	MixerAudioSource& operator= (const MixerAudioSource&);
};

#endif   // __JUCE_MIXERAUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_MixerAudioSource.h ***/


#endif
#ifndef __JUCE_POSITIONABLEAUDIOSOURCE_JUCEHEADER__

#endif
#ifndef __JUCE_RESAMPLINGAUDIOSOURCE_JUCEHEADER__

#endif
#ifndef __JUCE_TONEGENERATORAUDIOSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_ToneGeneratorAudioSource.h ***/
#ifndef __JUCE_TONEGENERATORAUDIOSOURCE_JUCEHEADER__
#define __JUCE_TONEGENERATORAUDIOSOURCE_JUCEHEADER__

/**
	A simple AudioSource that generates a sine wave.

*/
class JUCE_API  ToneGeneratorAudioSource  : public AudioSource
{
public:

	/** Creates a ToneGeneratorAudioSource. */
	ToneGeneratorAudioSource();

	/** Destructor. */
	~ToneGeneratorAudioSource();

	/** Sets the signal's amplitude. */
	void setAmplitude (float newAmplitude);

	/** Sets the signal's frequency. */
	void setFrequency (double newFrequencyHz);

	/** Implementation of the AudioSource method. */
	void prepareToPlay (int samplesPerBlockExpected, double sampleRate);

	/** Implementation of the AudioSource method. */
	void releaseResources();

	/** Implementation of the AudioSource method. */
	void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill);

	juce_UseDebuggingNewOperator

private:

	double frequency, sampleRate;
	double currentPhase, phasePerSample;
	float amplitude;

	ToneGeneratorAudioSource (const ToneGeneratorAudioSource&);
	ToneGeneratorAudioSource& operator= (const ToneGeneratorAudioSource&);
};

#endif   // __JUCE_TONEGENERATORAUDIOSOURCE_JUCEHEADER__
/*** End of inlined file: juce_ToneGeneratorAudioSource.h ***/


#endif
#ifndef __JUCE_AUDIODEVICEMANAGER_JUCEHEADER__

/*** Start of inlined file: juce_AudioDeviceManager.h ***/
#ifndef __JUCE_AUDIODEVICEMANAGER_JUCEHEADER__
#define __JUCE_AUDIODEVICEMANAGER_JUCEHEADER__


/*** Start of inlined file: juce_AudioIODeviceType.h ***/
#ifndef __JUCE_AUDIOIODEVICETYPE_JUCEHEADER__
#define __JUCE_AUDIOIODEVICETYPE_JUCEHEADER__

class AudioDeviceManager;
class Component;

/**
	Represents a type of audio driver, such as DirectSound, ASIO, CoreAudio, etc.

	To get a list of available audio driver types, use the AudioDeviceManager::createAudioDeviceTypes()
	method. Each of the objects returned can then be used to list the available
	devices of that type. E.g.
	@code
	OwnedArray <AudioIODeviceType> types;
	myAudioDeviceManager.createAudioDeviceTypes (types);

	for (int i = 0; i < types.size(); ++i)
	{
		String typeName (types[i]->getTypeName());  // This will be things like "DirectSound", "CoreAudio", etc.

		types[i]->scanForDevices();		 // This must be called before getting the list of devices

		StringArray deviceNames (types[i]->getDeviceNames());  // This will now return a list of available devices of this type

		for (int j = 0; j < deviceNames.size(); ++j)
		{
			AudioIODevice* device = types[i]->createDevice (deviceNames [j]);

			...
		}
	}
	@endcode

	For an easier way of managing audio devices and their settings, have a look at the
	AudioDeviceManager class.

	@see AudioIODevice, AudioDeviceManager
*/
class JUCE_API  AudioIODeviceType
{
public:

	/** Returns the name of this type of driver that this object manages.

		This will be something like "DirectSound", "ASIO", "CoreAudio", "ALSA", etc.
	*/
	const String& getTypeName() const throw()			   { return typeName; }

	/** Refreshes the object's cached list of known devices.

		This must be called at least once before calling getDeviceNames() or any of
		the other device creation methods.
	*/
	virtual void scanForDevices() = 0;

	/** Returns the list of available devices of this type.

		The scanForDevices() method must have been called to create this list.

		@param wantInputNames	 only really used by DirectSound where devices are split up
								  into inputs and outputs, this indicates whether to use
								  the input or output name to refer to a pair of devices.
	*/
	virtual const StringArray getDeviceNames (bool wantInputNames = false) const = 0;

	/** Returns the name of the default device.

		This will be one of the names from the getDeviceNames() list.

		@param forInput	 if true, this means that a default input device should be
							returned; if false, it should return the default output
	*/
	virtual int getDefaultDeviceIndex (bool forInput) const = 0;

	/** Returns the index of a given device in the list of device names.
		If asInput is true, it shows the index in the inputs list, otherwise it
		looks for it in the outputs list.
	*/
	virtual int getIndexOfDevice (AudioIODevice* device, bool asInput) const = 0;

	/** Returns true if two different devices can be used for the input and output.
	*/
	virtual bool hasSeparateInputsAndOutputs() const = 0;

	/** Creates one of the devices of this type.

		The deviceName must be one of the strings returned by getDeviceNames(), and
		scanForDevices() must have been called before this method is used.
	*/
	virtual AudioIODevice* createDevice (const String& outputDeviceName,
										 const String& inputDeviceName) = 0;

	struct DeviceSetupDetails
	{
		AudioDeviceManager* manager;
		int minNumInputChannels, maxNumInputChannels;
		int minNumOutputChannels, maxNumOutputChannels;
		bool useStereoPairs;
	};

	/** Destructor. */
	virtual ~AudioIODeviceType();

protected:
	explicit AudioIODeviceType (const String& typeName);

private:
	String typeName;

	AudioIODeviceType (const AudioIODeviceType&);
	AudioIODeviceType& operator= (const AudioIODeviceType&);
};

#endif   // __JUCE_AUDIOIODEVICETYPE_JUCEHEADER__
/*** End of inlined file: juce_AudioIODeviceType.h ***/


/*** Start of inlined file: juce_MidiInput.h ***/
#ifndef __JUCE_MIDIINPUT_JUCEHEADER__
#define __JUCE_MIDIINPUT_JUCEHEADER__


/*** Start of inlined file: juce_MidiMessage.h ***/
#ifndef __JUCE_MIDIMESSAGE_JUCEHEADER__
#define __JUCE_MIDIMESSAGE_JUCEHEADER__

/**
	Encapsulates a MIDI message.

	@see MidiMessageSequence, MidiOutput, MidiInput
*/
class JUCE_API  MidiMessage
{
public:

	/** Creates a 3-byte short midi message.

		@param byte1		message byte 1
		@param byte2		message byte 2
		@param byte3		message byte 3
		@param timeStamp	the time to give the midi message - this value doesn't
								use any particular units, so will be application-specific
	*/
	MidiMessage (int byte1, int byte2, int byte3, double timeStamp = 0) throw();

	/** Creates a 2-byte short midi message.

		@param byte1		message byte 1
		@param byte2		message byte 2
		@param timeStamp	the time to give the midi message - this value doesn't
								use any particular units, so will be application-specific
	*/
	MidiMessage (int byte1, int byte2, double timeStamp = 0) throw();

	/** Creates a 1-byte short midi message.

		@param byte1		message byte 1
		@param timeStamp	the time to give the midi message - this value doesn't
								use any particular units, so will be application-specific
	*/
	MidiMessage (int byte1, double timeStamp = 0) throw();

	/** Creates a midi message from a block of data. */
	MidiMessage (const void* data, int numBytes, double timeStamp = 0);

	/** Reads the next midi message from some data.

		This will read as many bytes from a data stream as it needs to make a
		complete message, and will return the number of bytes it used. This lets
		you read a sequence of midi messages from a file or stream.

		@param data		 the data to read from
		@param maxBytesToUse	the maximum number of bytes it's allowed to read
		@param numBytesUsed	 returns the number of bytes that were actually needed
		@param lastStatusByte   in a sequence of midi messages, the initial byte
								can be dropped from a message if it's the same as the
								first byte of the previous message, so this lets you
								supply the byte to use if the first byte of the message
								has in fact been dropped.
		@param timeStamp	the time to give the midi message - this value doesn't
								use any particular units, so will be application-specific
	*/
	MidiMessage (const void* data, int maxBytesToUse,
				 int& numBytesUsed, uint8 lastStatusByte,
				 double timeStamp = 0);

	/** Creates a copy of another midi message. */
	MidiMessage (const MidiMessage& other);

	/** Creates a copy of another midi message, with a different timestamp. */
	MidiMessage (const MidiMessage& other, double newTimeStamp);

	/** Destructor. */
	~MidiMessage();

	/** Copies this message from another one. */
	MidiMessage& operator= (const MidiMessage& other);

	/** Returns a pointer to the raw midi data.

		@see getRawDataSize
	*/
	uint8* getRawData() const throw()			   { return data; }

	/** Returns the number of bytes of data in the message.

		@see getRawData
	*/
	int getRawDataSize() const throw()			  { return size; }

	/** Returns the timestamp associated with this message.

		The exact meaning of this time and its units will vary, as messages are used in
		a variety of different contexts.

		If you're getting the message from a midi file, this could be a time in seconds, or
		a number of ticks - see MidiFile::convertTimestampTicksToSeconds().

		If the message is being used in a MidiBuffer, it might indicate the number of
		audio samples from the start of the buffer.

		If the message was created by a MidiInput, see MidiInputCallback::handleIncomingMidiMessage()
		for details of the way that it initialises this value.

		@see setTimeStamp, addToTimeStamp
	*/
	double getTimeStamp() const throw()			 { return timeStamp; }

	/** Changes the message's associated timestamp.

		The units for the timestamp will be application-specific - see the notes for getTimeStamp().

		@see addToTimeStamp, getTimeStamp
	*/
	void setTimeStamp (double newTimestamp) throw()	   { timeStamp = newTimestamp; }

	/** Adds a value to the message's timestamp.

		The units for the timestamp will be application-specific.
	*/
	void addToTimeStamp (double delta) throw()		{ timeStamp += delta; }

	/** Returns the midi channel associated with the message.

		@returns	a value 1 to 16 if the message has a channel, or 0 if it hasn't (e.g.
					if it's a sysex)
		@see isForChannel, setChannel
	*/
	int getChannel() const throw();

	/** Returns true if the message applies to the given midi channel.

		@param channelNumber	the channel number to look for, in the range 1 to 16
		@see getChannel, setChannel
	*/
	bool isForChannel (int channelNumber) const throw();

	/** Changes the message's midi channel.

		This won't do anything for non-channel messages like sysexes.

		@param newChannelNumber	the channel number to change it to, in the range 1 to 16
	*/
	void setChannel (int newChannelNumber) throw();

	/** Returns true if this is a system-exclusive message.
	*/
	bool isSysEx() const throw();

	/** Returns a pointer to the sysex data inside the message.

		If this event isn't a sysex event, it'll return 0.

		@see getSysExDataSize
	*/
	const uint8* getSysExData() const throw();

	/** Returns the size of the sysex data.

		This value excludes the 0xf0 header byte and the 0xf7 at the end.

		@see getSysExData
	*/
	int getSysExDataSize() const throw();

	/** Returns true if this message is a 'key-down' event.

		@param returnTrueForVelocity0   if true, then if this event is a note-on with
						velocity 0, it will still be considered to be a note-on and the
						method will return true. If returnTrueForVelocity0 is false, then
						if this is a note-on event with velocity 0, it'll be regarded as
						a note-off, and the method will return false

		@see isNoteOff, getNoteNumber, getVelocity, noteOn
	*/
	bool isNoteOn (bool returnTrueForVelocity0 = false) const throw();

	/** Creates a key-down message (using a floating-point velocity).

		@param channel	  the midi channel, in the range 1 to 16
		@param noteNumber   the key number, 0 to 127
		@param velocity	 in the range 0 to 1.0
		@see isNoteOn
	*/
	static const MidiMessage noteOn (int channel, int noteNumber, float velocity) throw();

	/** Creates a key-down message (using an integer velocity).

		@param channel	  the midi channel, in the range 1 to 16
		@param noteNumber   the key number, 0 to 127
		@param velocity	 in the range 0 to 127
		@see isNoteOn
	*/
	static const MidiMessage noteOn (int channel, int noteNumber, uint8 velocity) throw();

	/** Returns true if this message is a 'key-up' event.

		If returnTrueForNoteOnVelocity0 is true, then his will also return true
		for a note-on event with a velocity of 0.

		@see isNoteOn, getNoteNumber, getVelocity, noteOff
	*/
	bool isNoteOff (bool returnTrueForNoteOnVelocity0 = true) const throw();

	/** Creates a key-up message.

		@param channel	  the midi channel, in the range 1 to 16
		@param noteNumber   the key number, 0 to 127
		@see isNoteOff
	*/
	static const MidiMessage noteOff (int channel, int noteNumber) throw();

	/** Returns true if this message is a 'key-down' or 'key-up' event.

		@see isNoteOn, isNoteOff
	*/
	bool isNoteOnOrOff() const throw();

	/** Returns the midi note number for note-on and note-off messages.

		If the message isn't a note-on or off, the value returned will be
		meaningless.

		@see isNoteOff, getMidiNoteName, getMidiNoteInHertz, setNoteNumber
	*/
	int getNoteNumber() const throw();

	/** Changes the midi note number of a note-on or note-off message.

		If the message isn't a note on or off, this will do nothing.
	*/
	void setNoteNumber (int newNoteNumber) throw();

	/** Returns the velocity of a note-on or note-off message.

		The value returned will be in the range 0 to 127.

		If the message isn't a note-on or off event, it will return 0.

		@see getFloatVelocity
	*/
	uint8 getVelocity() const throw();

	/** Returns the velocity of a note-on or note-off message.

		The value returned will be in the range 0 to 1.0

		If the message isn't a note-on or off event, it will return 0.

		@see getVelocity, setVelocity
	*/
	float getFloatVelocity() const throw();

	/** Changes the velocity of a note-on or note-off message.

		If the message isn't a note on or off, this will do nothing.

		@param newVelocity  the new velocity, in the range 0 to 1.0
		@see getFloatVelocity, multiplyVelocity
	*/
	void setVelocity (float newVelocity) throw();

	/** Multiplies the velocity of a note-on or note-off message by a given amount.

		If the message isn't a note on or off, this will do nothing.

		@param scaleFactor  the value by which to multiply the velocity
		@see setVelocity
	*/
	void multiplyVelocity (float scaleFactor) throw();

	/** Returns true if the message is a program (patch) change message.

		@see getProgramChangeNumber, getGMInstrumentName
	*/
	bool isProgramChange() const throw();

	/** Returns the new program number of a program change message.

		If the message isn't a program change, the value returned will be
		nonsense.

		@see isProgramChange, getGMInstrumentName
	*/
	int getProgramChangeNumber() const throw();

	/** Creates a program-change message.

		@param channel	  the midi channel, in the range 1 to 16
		@param programNumber	the midi program number, 0 to 127
		@see isProgramChange, getGMInstrumentName
	*/
	static const MidiMessage programChange (int channel, int programNumber) throw();

	/** Returns true if the message is a pitch-wheel move.

		@see getPitchWheelValue, pitchWheel
	*/
	bool isPitchWheel() const throw();

	/** Returns the pitch wheel position from a pitch-wheel move message.

		The value returned is a 14-bit number from 0 to 0x3fff, indicating the wheel position.
		If called for messages which aren't pitch wheel events, the number returned will be
		nonsense.

		@see isPitchWheel
	*/
	int getPitchWheelValue() const throw();

	/** Creates a pitch-wheel move message.

		@param channel	  the midi channel, in the range 1 to 16
		@param position	 the wheel position, in the range 0 to 16383
		@see isPitchWheel
	*/
	static const MidiMessage pitchWheel (int channel, int position) throw();

	/** Returns true if the message is an aftertouch event.

		For aftertouch events, use the getNoteNumber() method to find out the key
		that it applies to, and getAftertouchValue() to find out the amount. Use
		getChannel() to find out the channel.

		@see getAftertouchValue, getNoteNumber
	*/
	bool isAftertouch() const throw();

	/** Returns the amount of aftertouch from an aftertouch messages.

		The value returned is in the range 0 to 127, and will be nonsense for messages
		other than aftertouch messages.

		@see isAftertouch
	*/
	int getAfterTouchValue() const throw();

	/** Creates an aftertouch message.

		@param channel		  the midi channel, in the range 1 to 16
		@param noteNumber	   the key number, 0 to 127
		@param aftertouchAmount	 the amount of aftertouch, 0 to 127
		@see isAftertouch
	*/
	static const MidiMessage aftertouchChange (int channel,
											   int noteNumber,
											   int aftertouchAmount) throw();

	/** Returns true if the message is a channel-pressure change event.

		This is like aftertouch, but common to the whole channel rather than a specific
		note. Use getChannelPressureValue() to find out the pressure, and getChannel()
		to find out the channel.

		@see channelPressureChange
	*/
	bool isChannelPressure() const throw();

	/** Returns the pressure from a channel pressure change message.

		@returns the pressure, in the range 0 to 127
		@see isChannelPressure, channelPressureChange
	*/
	int getChannelPressureValue() const throw();

	/** Creates a channel-pressure change event.

		@param channel		  the midi channel: 1 to 16
		@param pressure		 the pressure, 0 to 127
		@see isChannelPressure
	*/
	static const MidiMessage channelPressureChange (int channel, int pressure) throw();

	/** Returns true if this is a midi controller message.

		@see getControllerNumber, getControllerValue, controllerEvent
	*/
	bool isController() const throw();

	/** Returns the controller number of a controller message.

		The name of the controller can be looked up using the getControllerName() method.

		Note that the value returned is invalid for messages that aren't controller changes.

		@see isController, getControllerName, getControllerValue
	*/
	int getControllerNumber() const throw();

	/** Returns the controller value from a controller message.

		A value 0 to 127 is returned to indicate the new controller position.

		Note that the value returned is invalid for messages that aren't controller changes.

		@see isController, getControllerNumber
	*/
	int getControllerValue() const throw();

	/** Creates a controller message.

		@param channel	  the midi channel, in the range 1 to 16
		@param controllerType   the type of controller
		@param value		the controller value
		@see isController
	*/
	static const MidiMessage controllerEvent (int channel,
											  int controllerType,
											  int value) throw();

	/** Checks whether this message is an all-notes-off message.

		@see allNotesOff
	*/
	bool isAllNotesOff() const throw();

	/** Checks whether this message is an all-sound-off message.

		@see allSoundOff
	*/
	bool isAllSoundOff() const throw();

	/** Creates an all-notes-off message.

		@param channel		  the midi channel, in the range 1 to 16
		@see isAllNotesOff
	*/
	static const MidiMessage allNotesOff (int channel) throw();

	/** Creates an all-sound-off message.

		@param channel		  the midi channel, in the range 1 to 16
		@see isAllSoundOff
	*/
	static const MidiMessage allSoundOff (int channel) throw();

	/** Creates an all-controllers-off message.

		@param channel		  the midi channel, in the range 1 to 16
	*/
	static const MidiMessage allControllersOff (int channel) throw();

	/** Returns true if this event is a meta-event.

		Meta-events are things like tempo changes, track names, etc.

		@see getMetaEventType, isTrackMetaEvent, isEndOfTrackMetaEvent,
			 isTextMetaEvent, isTrackNameEvent, isTempoMetaEvent, isTimeSignatureMetaEvent,
			 isKeySignatureMetaEvent, isMidiChannelMetaEvent
	*/
	bool isMetaEvent() const throw();

	/** Returns a meta-event's type number.

		If the message isn't a meta-event, this will return -1.

		@see isMetaEvent, isTrackMetaEvent, isEndOfTrackMetaEvent,
			 isTextMetaEvent, isTrackNameEvent, isTempoMetaEvent, isTimeSignatureMetaEvent,
			 isKeySignatureMetaEvent, isMidiChannelMetaEvent
	*/
	int getMetaEventType() const throw();

	/** Returns a pointer to the data in a meta-event.

		@see isMetaEvent, getMetaEventLength
	*/
	const uint8* getMetaEventData() const throw();

	/** Returns the length of the data for a meta-event.

		@see isMetaEvent, getMetaEventData
	*/
	int getMetaEventLength() const throw();

	/** Returns true if this is a 'track' meta-event. */
	bool isTrackMetaEvent() const throw();

	/** Returns true if this is an 'end-of-track' meta-event. */
	bool isEndOfTrackMetaEvent() const throw();

	/** Creates an end-of-track meta-event.

		@see isEndOfTrackMetaEvent
	*/
	static const MidiMessage endOfTrack() throw();

	/** Returns true if this is an 'track name' meta-event.

		You can use the getTextFromTextMetaEvent() method to get the track's name.
	*/
	bool isTrackNameEvent() const throw();

	/** Returns true if this is a 'text' meta-event.

		@see getTextFromTextMetaEvent
	*/
	bool isTextMetaEvent() const throw();

	/** Returns the text from a text meta-event.

		@see isTextMetaEvent
	*/
	const String getTextFromTextMetaEvent() const;

	/** Returns true if this is a 'tempo' meta-event.

		@see getTempoMetaEventTickLength, getTempoSecondsPerQuarterNote
	*/
	bool isTempoMetaEvent() const throw();

	/** Returns the tick length from a tempo meta-event.

		@param timeFormat   the 16-bit time format value from the midi file's header.
		@returns the tick length (in seconds).
		@see isTempoMetaEvent
	*/
	double getTempoMetaEventTickLength (short timeFormat) const throw();

	/** Calculates the seconds-per-quarter-note from a tempo meta-event.

		@see isTempoMetaEvent, getTempoMetaEventTickLength
	*/
	double getTempoSecondsPerQuarterNote() const throw();

	/** Creates a tempo meta-event.

		@see isTempoMetaEvent
	*/
	static const MidiMessage tempoMetaEvent (int microsecondsPerQuarterNote) throw();

	/** Returns true if this is a 'time-signature' meta-event.

		@see getTimeSignatureInfo
	*/
	bool isTimeSignatureMetaEvent() const throw();

	/** Returns the time-signature values from a time-signature meta-event.

		@see isTimeSignatureMetaEvent
	*/
	void getTimeSignatureInfo (int& numerator, int& denominator) const throw();

	/** Creates a time-signature meta-event.

		@see isTimeSignatureMetaEvent
	*/
	static const MidiMessage timeSignatureMetaEvent (int numerator, int denominator);

	/** Returns true if this is a 'key-signature' meta-event.

		@see getKeySignatureNumberOfSharpsOrFlats
	*/
	bool isKeySignatureMetaEvent() const throw();

	/** Returns the key from a key-signature meta-event.

		@see isKeySignatureMetaEvent
	*/
	int getKeySignatureNumberOfSharpsOrFlats() const throw();

	/** Returns true if this is a 'channel' meta-event.

		A channel meta-event specifies the midi channel that should be used
		for subsequent meta-events.

		@see getMidiChannelMetaEventChannel
	*/
	bool isMidiChannelMetaEvent() const throw();

	/** Returns the channel number from a channel meta-event.

		@returns the channel, in the range 1 to 16.
		@see isMidiChannelMetaEvent
	*/
	int getMidiChannelMetaEventChannel() const throw();

	/** Creates a midi channel meta-event.

		@param channel		  the midi channel, in the range 1 to 16
		@see isMidiChannelMetaEvent
	*/
	static const MidiMessage midiChannelMetaEvent (int channel) throw();

	/** Returns true if this is an active-sense message. */
	bool isActiveSense() const throw();

	/** Returns true if this is a midi start event.

		@see midiStart
	*/
	bool isMidiStart() const throw();

	/** Creates a midi start event. */
	static const MidiMessage midiStart() throw();

	/** Returns true if this is a midi continue event.

		@see midiContinue
	*/
	bool isMidiContinue() const throw();

	/** Creates a midi continue event. */
	static const MidiMessage midiContinue() throw();

	/** Returns true if this is a midi stop event.

		@see midiStop
	*/
	bool isMidiStop() const throw();

	/** Creates a midi stop event. */
	static const MidiMessage midiStop() throw();

	/** Returns true if this is a midi clock event.

		@see midiClock, songPositionPointer
	*/
	bool isMidiClock() const throw();

	/** Creates a midi clock event. */
	static const MidiMessage midiClock() throw();

	/** Returns true if this is a song-position-pointer message.

		@see getSongPositionPointerMidiBeat, songPositionPointer
	*/
	bool isSongPositionPointer() const throw();

	/** Returns the midi beat-number of a song-position-pointer message.

		@see isSongPositionPointer, songPositionPointer
	*/
	int getSongPositionPointerMidiBeat() const throw();

	/** Creates a song-position-pointer message.

		The position is a number of midi beats from the start of the song, where 1 midi
		beat is 6 midi clocks, and there are 24 midi clocks in a quarter-note. So there
		are 4 midi beats in a quarter-note.

		@see isSongPositionPointer, getSongPositionPointerMidiBeat
	*/
	static const MidiMessage songPositionPointer (int positionInMidiBeats) throw();

	/** Returns true if this is a quarter-frame midi timecode message.

		@see quarterFrame, getQuarterFrameSequenceNumber, getQuarterFrameValue
	*/
	bool isQuarterFrame() const throw();

	/** Returns the sequence number of a quarter-frame midi timecode message.

		This will be a value between 0 and 7.

		@see isQuarterFrame, getQuarterFrameValue, quarterFrame
	*/
	int getQuarterFrameSequenceNumber() const throw();

	/** Returns the value from a quarter-frame message.

		This will be the lower nybble of the message's data-byte, a value
		between 0 and 15
	*/
	int getQuarterFrameValue() const throw();

	/** Creates a quarter-frame MTC message.

		@param sequenceNumber   a value 0 to 7 for the upper nybble of the message's data byte
		@param value		a value 0 to 15 for the lower nybble of the message's data byte
	*/
	static const MidiMessage quarterFrame (int sequenceNumber, int value) throw();

	/** SMPTE timecode types.

		Used by the getFullFrameParameters() and fullFrame() methods.
	*/
	enum SmpteTimecodeType
	{
		fps24	   = 0,
		fps25	   = 1,
		fps30drop   = 2,
		fps30	   = 3
	};

	/** Returns true if this is a full-frame midi timecode message.
	*/
	bool isFullFrame() const throw();

	/** Extracts the timecode information from a full-frame midi timecode message.

		You should only call this on messages where you've used isFullFrame() to
		check that they're the right kind.
	*/
	void getFullFrameParameters (int& hours,
								 int& minutes,
								 int& seconds,
								 int& frames,
								 SmpteTimecodeType& timecodeType) const throw();

	/** Creates a full-frame MTC message.
	*/
	static const MidiMessage fullFrame (int hours,
										int minutes,
										int seconds,
										int frames,
										SmpteTimecodeType timecodeType);

	/** Types of MMC command.

		@see isMidiMachineControlMessage, getMidiMachineControlCommand, midiMachineControlCommand
	*/
	enum MidiMachineControlCommand
	{
		mmc_stop		= 1,
		mmc_play		= 2,
		mmc_deferredplay	= 3,
		mmc_fastforward	 = 4,
		mmc_rewind	  = 5,
		mmc_recordStart	 = 6,
		mmc_recordStop	  = 7,
		mmc_pause	   = 9
	};

	/** Checks whether this is an MMC message.

		If it is, you can use the getMidiMachineControlCommand() to find out its type.
	*/
	bool isMidiMachineControlMessage() const throw();

	/** For an MMC message, this returns its type.

		Make sure it's actually an MMC message with isMidiMachineControlMessage() before
		calling this method.
	*/
	MidiMachineControlCommand getMidiMachineControlCommand() const throw();

	/** Creates an MMC message.
	*/
	static const MidiMessage midiMachineControlCommand (MidiMachineControlCommand command);

	/** Checks whether this is an MMC "goto" message.

		If it is, the parameters passed-in are set to the time that the message contains.

		@see midiMachineControlGoto
	*/
	bool isMidiMachineControlGoto (int& hours,
								   int& minutes,
								   int& seconds,
								   int& frames) const throw();

	/** Creates an MMC "goto" message.

		This messages tells the device to go to a specific frame.

		@see isMidiMachineControlGoto
	*/
	static const MidiMessage midiMachineControlGoto (int hours,
													 int minutes,
													 int seconds,
													 int frames);

	/** Creates a master-volume change message.

		@param volume   the volume, 0 to 1.0
	*/
	static const MidiMessage masterVolume (float volume);

	/** Creates a system-exclusive message.

		The data passed in is wrapped with header and tail bytes of 0xf0 and 0xf7.
	*/
	static const MidiMessage createSysExMessage (const uint8* sysexData,
												 int dataSize);

	/** Reads a midi variable-length integer.

		@param data		 the data to read the number from
		@param numBytesUsed	 on return, this will be set to the number of bytes that were read
	*/
	static int readVariableLengthVal (const uint8* data,
									  int& numBytesUsed) throw();

	/** Based on the first byte of a short midi message, this uses a lookup table
		to return the message length (either 1, 2, or 3 bytes).

		The value passed in must be 0x80 or higher.
	*/
	static int getMessageLengthFromFirstByte (const uint8 firstByte) throw();

	/** Returns the name of a midi note number.

		E.g "C", "D#", etc.

		@param noteNumber	   the midi note number, 0 to 127
		@param useSharps            if true, sharpened notes are used, e.g. "C#", otherwise
									they'll be flattened, e.g. "Db"
		@param includeOctaveNumber  if true, the octave number will be appended to the string,
									e.g. "C#4"
		@param octaveNumForMiddleC  if an octave number is being appended, this indicates the
									number that will be used for middle C's octave

		@see getMidiNoteInHertz
	*/
	static const String getMidiNoteName (int noteNumber,
										 bool useSharps,
										 bool includeOctaveNumber,
										 int octaveNumForMiddleC);

	/** Returns the frequency of a midi note number.

		The frequencyOfA parameter is an optional frequency for 'A', normally 440-444Hz for concert pitch.
		@see getMidiNoteName
	*/
	static const double getMidiNoteInHertz (int noteNumber, const double frequencyOfA = 440.0) throw();

	/** Returns the standard name of a GM instrument.

		@param midiInstrumentNumber	 the program number 0 to 127
		@see getProgramChangeNumber
	*/
	static const String getGMInstrumentName (int midiInstrumentNumber);

	/** Returns the name of a bank of GM instruments.

		@param midiBankNumber   the bank, 0 to 15
	*/
	static const String getGMInstrumentBankName (int midiBankNumber);

	/** Returns the standard name of a channel 10 percussion sound.

		@param midiNoteNumber   the key number, 35 to 81
	*/
	static const String getRhythmInstrumentName (int midiNoteNumber);

	/** Returns the name of a controller type number.

		@see getControllerNumber
	*/
	static const String getControllerName (int controllerNumber);

	juce_UseDebuggingNewOperator

private:
	double timeStamp;
	uint8* data;
	int size;

	union
	{
		uint8 asBytes[4];
		uint32 asInt32;
	} preallocatedData;
};

#endif   // __JUCE_MIDIMESSAGE_JUCEHEADER__
/*** End of inlined file: juce_MidiMessage.h ***/

class MidiInput;

/**
	Receives midi messages from a midi input device.

	This class is overridden to handle incoming midi messages. See the MidiInput
	class for more details.

	@see MidiInput
*/
class JUCE_API  MidiInputCallback
{
public:
	/** Destructor. */
	virtual ~MidiInputCallback()  {}

	/** Receives an incoming message.

		A MidiInput object will call this method when a midi event arrives. It'll be
		called on a high-priority system thread, so avoid doing anything time-consuming
		in here, and avoid making any UI calls. You might find the MidiBuffer class helpful
		for queueing incoming messages for use later.

		@param source   the MidiInput object that generated the message
		@param message  the incoming message. The message's timestamp is set to a value
						equivalent to (Time::getMillisecondCounter() / 1000.0) to specify the
						time when the message arrived.
	*/
	virtual void handleIncomingMidiMessage (MidiInput* source,
											const MidiMessage& message) = 0;

	/** Notification sent each time a packet of a multi-packet sysex message arrives.

		If a long sysex message is broken up into multiple packets, this callback is made
		for each packet that arrives until the message is finished, at which point
		the normal handleIncomingMidiMessage() callback will be made with the entire
		message.

		The message passed in will contain the start of a sysex, but won't be finished
		with the terminating 0xf7 byte.
	*/
	virtual void handlePartialSysexMessage (MidiInput* source,
											const uint8* messageData,
											const int numBytesSoFar,
											const double timestamp)
	{
		// (this bit is just to avoid compiler warnings about unused variables)
		(void) source; (void) messageData; (void) numBytesSoFar; (void) timestamp;
	}
};

/**
	Represents a midi input device.

	To create one of these, use the static getDevices() method to find out what inputs are
	available, and then use the openDevice() method to try to open one.

	@see MidiOutput
*/
class JUCE_API  MidiInput
{
public:

	/** Returns a list of the available midi input devices.

		You can open one of the devices by passing its index into the
		openDevice() method.

		@see getDefaultDeviceIndex, openDevice
	*/
	static const StringArray getDevices();

	/** Returns the index of the default midi input device to use.

		This refers to the index in the list returned by getDevices().
	*/
	static int getDefaultDeviceIndex();

	/** Tries to open one of the midi input devices.

		This will return a MidiInput object if it manages to open it. You can then
		call start() and stop() on this device, and delete it when no longer needed.

		If the device can't be opened, this will return a null pointer.

		@param deviceIndex  the index of a device from the list returned by getDevices()
		@param callback	 the object that will receive the midi messages from this device.

		@see MidiInputCallback, getDevices
	*/
	static MidiInput* openDevice (int deviceIndex,
								  MidiInputCallback* callback);

#if JUCE_LINUX || JUCE_MAC || DOXYGEN
	/** This will try to create a new midi input device (Not available on Windows).

		This will attempt to create a new midi input device with the specified name,
		for other apps to connect to.

		Returns 0 if a device can't be created.

		@param deviceName   the name to use for the new device
		@param callback	 the object that will receive the midi messages from this device.
	*/
	static MidiInput* createNewDevice (const String& deviceName,
									   MidiInputCallback* callback);
#endif

	/** Destructor. */
	virtual ~MidiInput();

	/** Returns the name of this device.
	*/
	virtual const String getName() const throw()			{ return name; }

	/** Allows you to set a custom name for the device, in case you don't like the name
		it was given when created.
	*/
	virtual void setName (const String& newName) throw()		{ name = newName; }

	/** Starts the device running.

		After calling this, the device will start sending midi messages to the
		MidiInputCallback object that was specified when the openDevice() method
		was called.

		@see stop
	*/
	virtual void start();

	/** Stops the device running.

		@see start
	*/
	virtual void stop();

	juce_UseDebuggingNewOperator

protected:
	String name;
	void* internal;

	explicit MidiInput (const String& name);

private:
	MidiInput (const MidiInput&);
	MidiInput& operator= (const MidiInput&);
};

#endif   // __JUCE_MIDIINPUT_JUCEHEADER__
/*** End of inlined file: juce_MidiInput.h ***/


/*** Start of inlined file: juce_MidiOutput.h ***/
#ifndef __JUCE_MIDIOUTPUT_JUCEHEADER__
#define __JUCE_MIDIOUTPUT_JUCEHEADER__


/*** Start of inlined file: juce_MidiBuffer.h ***/
#ifndef __JUCE_MIDIBUFFER_JUCEHEADER__
#define __JUCE_MIDIBUFFER_JUCEHEADER__

/**
	Holds a sequence of time-stamped midi events.

	Analogous to the AudioSampleBuffer, this holds a set of midi events with
	integer time-stamps. The buffer is kept sorted in order of the time-stamps.

	@see MidiMessage
*/
class JUCE_API  MidiBuffer
{
public:

	/** Creates an empty MidiBuffer. */
	MidiBuffer() throw();

	/** Creates a MidiBuffer containing a single midi message. */
	explicit MidiBuffer (const MidiMessage& message) throw();

	/** Creates a copy of another MidiBuffer. */
	MidiBuffer (const MidiBuffer& other) throw();

	/** Makes a copy of another MidiBuffer. */
	MidiBuffer& operator= (const MidiBuffer& other) throw();

	/** Destructor */
	~MidiBuffer();

	/** Removes all events from the buffer. */
	void clear() throw();

	/** Removes all events between two times from the buffer.

		All events for which (start <= event position < start + numSamples) will
		be removed.
	*/
	void clear (int start, int numSamples);

	/** Returns true if the buffer is empty.

		To actually retrieve the events, use a MidiBuffer::Iterator object
	*/
	bool isEmpty() const throw();

	/** Counts the number of events in the buffer.

		This is actually quite a slow operation, as it has to iterate through all
		the events, so you might prefer to call isEmpty() if that's all you need
		to know.
	*/
	int getNumEvents() const throw();

	/** Adds an event to the buffer.

		The sample number will be used to determine the position of the event in
		the buffer, which is always kept sorted. The MidiMessage's timestamp is
		ignored.

		If an event is added whose sample position is the same as one or more events
		already in the buffer, the new event will be placed after the existing ones.

		To retrieve events, use a MidiBuffer::Iterator object
	*/
	void addEvent (const MidiMessage& midiMessage, int sampleNumber);

	/** Adds an event to the buffer from raw midi data.

		The sample number will be used to determine the position of the event in
		the buffer, which is always kept sorted.

		If an event is added whose sample position is the same as one or more events
		already in the buffer, the new event will be placed after the existing ones.

		The event data will be inspected to calculate the number of bytes in length that
		the midi event really takes up, so maxBytesOfMidiData may be longer than the data
		that actually gets stored. E.g. if you pass in a note-on and a length of 4 bytes,
		it'll actually only store 3 bytes. If the midi data is invalid, it might not
		add an event at all.

		To retrieve events, use a MidiBuffer::Iterator object
	*/
	void addEvent (const void* rawMidiData,
				   int maxBytesOfMidiData,
				   int sampleNumber);

	/** Adds some events from another buffer to this one.

		@param otherBuffer	  the buffer containing the events you want to add
		@param startSample	  the lowest sample number in the source buffer for which
									events should be added. Any source events whose timestamp is
									less than this will be ignored
		@param numSamples	   the valid range of samples from the source buffer for which
									events should be added - i.e. events in the source buffer whose
									timestamp is greater than or equal to (startSample + numSamples)
									will be ignored. If this value is less than 0, all events after
									startSample will be taken.
		@param sampleDeltaToAdd	 a value which will be added to the source timestamps of the events
									that are added to this buffer
	*/
	void addEvents (const MidiBuffer& otherBuffer,
					int startSample,
					int numSamples,
					int sampleDeltaToAdd);

	/** Returns the sample number of the first event in the buffer.

		If the buffer's empty, this will just return 0.
	*/
	int getFirstEventTime() const throw();

	/** Returns the sample number of the last event in the buffer.

		If the buffer's empty, this will just return 0.
	*/
	int getLastEventTime() const throw();

	/** Exchanges the contents of this buffer with another one.

		This is a quick operation, because no memory allocating or copying is done, it
		just swaps the internal state of the two buffers.
	*/
	void swapWith (MidiBuffer& other) throw();

	/** Preallocates some memory for the buffer to use.
		This helps to avoid needing to reallocate space when the buffer has messages
		added to it.
	*/
	void ensureSize (size_t minimumNumBytes);

	/**
		Used to iterate through the events in a MidiBuffer.

		Note that altering the buffer while an iterator is using it isn't a
		safe operation.

		@see MidiBuffer
	*/
	class Iterator
	{
	public:

		/** Creates an Iterator for this MidiBuffer. */
		Iterator (const MidiBuffer& buffer) throw();

		/** Destructor. */
		~Iterator() throw();

		/** Repositions the iterator so that the next event retrieved will be the first
			one whose sample position is at greater than or equal to the given position.
		*/
		void setNextSamplePosition (int samplePosition) throw();

		/** Retrieves a copy of the next event from the buffer.

			@param result   on return, this will be the message (the MidiMessage's timestamp
							is not set)
			@param samplePosition   on return, this will be the position of the event
			@returns	true if an event was found, or false if the iterator has reached
							the end of the buffer
		*/
		bool getNextEvent (MidiMessage& result,
						   int& samplePosition) throw();

		/** Retrieves the next event from the buffer.

			@param midiData	 on return, this pointer will be set to a block of data containing
								the midi message. Note that to make it fast, this is a pointer
								directly into the MidiBuffer's internal data, so is only valid
								temporarily until the MidiBuffer is altered.
			@param numBytesOfMidiData   on return, this is the number of bytes of data used by the
										midi message
			@param samplePosition   on return, this will be the position of the event
			@returns	true if an event was found, or false if the iterator has reached
							the end of the buffer
		*/
		bool getNextEvent (const uint8* &midiData,
						   int& numBytesOfMidiData,
						   int& samplePosition) throw();

		juce_UseDebuggingNewOperator

	private:
		const MidiBuffer& buffer;
		const uint8* data;

		Iterator (const Iterator&);
		Iterator& operator= (const Iterator&);
	};

	juce_UseDebuggingNewOperator

private:
	friend class MidiBuffer::Iterator;
	MemoryBlock data;
	int bytesUsed;

	uint8* getData() const throw();
	uint8* findEventAfter (uint8* d, int samplePosition) const throw();
	static int getEventTime (const void* d) throw();
	static uint16 getEventDataSize (const void* d) throw();
	static uint16 getEventTotalSize (const void* d) throw();
};

#endif   // __JUCE_MIDIBUFFER_JUCEHEADER__
/*** End of inlined file: juce_MidiBuffer.h ***/

/**
	Represents a midi output device.

	To create one of these, use the static getDevices() method to find out what
	outputs are available, then use the openDevice() method to try to open one.

	@see MidiInput
*/
class JUCE_API  MidiOutput  : private Thread
{
public:

	/** Returns a list of the available midi output devices.

		You can open one of the devices by passing its index into the
		openDevice() method.

		@see getDefaultDeviceIndex, openDevice
	*/
	static const StringArray getDevices();

	/** Returns the index of the default midi output device to use.

		This refers to the index in the list returned by getDevices().
	*/
	static int getDefaultDeviceIndex();

	/** Tries to open one of the midi output devices.

		This will return a MidiOutput object if it manages to open it. You can then
		send messages to this device, and delete it when no longer needed.

		If the device can't be opened, this will return a null pointer.

		@param deviceIndex  the index of a device from the list returned by getDevices()
		@see getDevices
	*/
	static MidiOutput* openDevice (int deviceIndex);

#if JUCE_LINUX || JUCE_MAC || DOXYGEN
	/** This will try to create a new midi output device (Not available on Windows).

		This will attempt to create a new midi output device that other apps can connect
		to and use as their midi input.

		Returns 0 if a device can't be created.

		@param deviceName   the name to use for the new device
	*/
	static MidiOutput* createNewDevice (const String& deviceName);
#endif

	/** Destructor. */
	virtual ~MidiOutput();

	/** Makes this device output a midi message.

		@see MidiMessage
	*/
	virtual void sendMessageNow (const MidiMessage& message);

	/** Sends a midi reset to the device. */
	virtual void reset();

	/** Returns the current volume setting for this device.  */
	virtual bool getVolume (float& leftVol,
							float& rightVol);

	/** Changes the overall volume for this device.  */
	virtual void setVolume (float leftVol,
							float rightVol);

	/** This lets you supply a block of messages that will be sent out at some point
		in the future.

		The MidiOutput class has an internal thread that can send out timestamped
		messages - this appends a set of messages to its internal buffer, ready for
		sending.

		This will only work if you've already started the thread with startBackgroundThread().

		A time is supplied, at which the block of messages should be sent. This time uses
		the same time base as Time::getMillisecondCounter(), and must be in the future.

		The samplesPerSecondForBuffer parameter indicates the number of samples per second
		used by the MidiBuffer. Each event in a MidiBuffer has a sample position, and the
		samplesPerSecondForBuffer value is needed to convert this sample position to a
		real time.
	*/
	virtual void sendBlockOfMessages (const MidiBuffer& buffer,
									  double millisecondCounterToStartAt,
									  double samplesPerSecondForBuffer);

	/** Gets rid of any midi messages that had been added by sendBlockOfMessages().
	*/
	virtual void clearAllPendingMessages();

	/** Starts up a background thread so that the device can send blocks of data.

		Call this to get the device ready, before using sendBlockOfMessages().
	*/
	virtual void startBackgroundThread();

	/** Stops the background thread, and clears any pending midi events.

		@see startBackgroundThread
	*/
	virtual void stopBackgroundThread();

	juce_UseDebuggingNewOperator

protected:
	void* internal;

	struct PendingMessage
	{
		PendingMessage (const uint8* data, int len, double sampleNumber);

		MidiMessage message;
		PendingMessage* next;

		juce_UseDebuggingNewOperator
	};

	CriticalSection lock;
	PendingMessage* firstMessage;

	MidiOutput();
	void run();

private:
	MidiOutput (const MidiOutput&);
	MidiOutput& operator= (const MidiOutput&);
};

#endif   // __JUCE_MIDIOUTPUT_JUCEHEADER__
/*** End of inlined file: juce_MidiOutput.h ***/


/*** Start of inlined file: juce_ComboBox.h ***/
#ifndef __JUCE_COMBOBOX_JUCEHEADER__
#define __JUCE_COMBOBOX_JUCEHEADER__


/*** Start of inlined file: juce_Label.h ***/
#ifndef __JUCE_LABEL_JUCEHEADER__
#define __JUCE_LABEL_JUCEHEADER__


/*** Start of inlined file: juce_TextEditor.h ***/
#ifndef __JUCE_TEXTEDITOR_JUCEHEADER__
#define __JUCE_TEXTEDITOR_JUCEHEADER__


/*** Start of inlined file: juce_Viewport.h ***/
#ifndef __JUCE_VIEWPORT_JUCEHEADER__
#define __JUCE_VIEWPORT_JUCEHEADER__


/*** Start of inlined file: juce_ScrollBar.h ***/
#ifndef __JUCE_SCROLLBAR_JUCEHEADER__
#define __JUCE_SCROLLBAR_JUCEHEADER__


/*** Start of inlined file: juce_Button.h ***/
#ifndef __JUCE_BUTTON_JUCEHEADER__
#define __JUCE_BUTTON_JUCEHEADER__


/*** Start of inlined file: juce_TooltipWindow.h ***/
#ifndef __JUCE_TOOLTIPWINDOW_JUCEHEADER__
#define __JUCE_TOOLTIPWINDOW_JUCEHEADER__


/*** Start of inlined file: juce_TooltipClient.h ***/
#ifndef __JUCE_TOOLTIPCLIENT_JUCEHEADER__
#define __JUCE_TOOLTIPCLIENT_JUCEHEADER__

/**
	Components that want to use pop-up tooltips should implement this interface.

	A TooltipWindow will wait for the mouse to hover over a component that
	implements the TooltipClient interface, and when it finds one, it will display
	the tooltip returned by its getTooltip() method.

	@see TooltipWindow, SettableTooltipClient
*/
class JUCE_API  TooltipClient
{
public:
	/** Destructor. */
	virtual ~TooltipClient()  {}

	/** Returns the string that this object wants to show as its tooltip. */
	virtual const String getTooltip() = 0;
};

/**
	An implementation of TooltipClient that stores the tooltip string and a method
	for changing it.

	This makes it easy to add a tooltip to a custom component, by simply adding this
	as a base class and calling setTooltip().

	Many of the Juce widgets already use this as a base class to implement their
	tooltips.

	@see TooltipClient, TooltipWindow
*/
class JUCE_API  SettableTooltipClient   : public TooltipClient
{
public:

	/** Destructor. */
	virtual ~SettableTooltipClient()				{}

	virtual void setTooltip (const String& newTooltip)		  { tooltipString = newTooltip; }

	virtual const String getTooltip()				   { return tooltipString; }

	juce_UseDebuggingNewOperator

protected:
	String tooltipString;
};

#endif   // __JUCE_TOOLTIPCLIENT_JUCEHEADER__
/*** End of inlined file: juce_TooltipClient.h ***/

/**
	A window that displays a pop-up tooltip when the mouse hovers over another component.

	To enable tooltips in your app, just create a single instance of a TooltipWindow
	object.

	The TooltipWindow object will then stay invisible, waiting until the mouse
	hovers for the specified length of time - it will then see if it's currently
	over a component which implements the TooltipClient interface, and if so,
	it will make itself visible to show the tooltip in the appropriate place.

	@see TooltipClient, SettableTooltipClient
*/
class JUCE_API  TooltipWindow  : public Component,
								 private Timer
{
public:

	/** Creates a tooltip window.

		Make sure your app only creates one instance of this class, otherwise you'll
		get multiple overlaid tooltips appearing. The window will initially be invisible
		and will make itself visible when it needs to display a tip.

		To change the style of tooltips, see the LookAndFeel class for its tooltip
		methods.

		@param parentComponent  if set to 0, the TooltipWindow will appear on the desktop,
								otherwise the tooltip will be added to the given parent
								component.
		@param millisecondsBeforeTipAppears	 the time for which the mouse has to stay still
												before a tooltip will be shown

		@see TooltipClient, LookAndFeel::drawTooltip, LookAndFeel::getTooltipSize
	*/
	explicit TooltipWindow (Component* parentComponent = 0,
							int millisecondsBeforeTipAppears = 700);

	/** Destructor. */
	~TooltipWindow();

	/** Changes the time before the tip appears.
		This lets you change the value that was set in the constructor.
	*/
	void setMillisecondsBeforeTipAppears (int newTimeMs = 700) throw();

	/** A set of colour IDs to use to change the colour of various aspects of the tooltip.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1001b00,	/**< The colour to fill the background with. */
		textColourId		= 0x1001c00,	/**< The colour to use for the text. */
		outlineColourId	 = 0x1001c10	 /**< The colour to use to draw an outline around the tooltip. */
	};

	juce_UseDebuggingNewOperator

private:

	int millisecondsBeforeTipAppears;
	Point<int> lastMousePos;
	int mouseClicks;
	unsigned int lastCompChangeTime, lastHideTime;
	Component* lastComponentUnderMouse;
	bool changedCompsSinceShown;
	String tipShowing, lastTipUnderMouse;

	void paint (Graphics& g);
	void mouseEnter (const MouseEvent& e);
	void timerCallback();

	static const String getTipFor (Component* c);
	void showFor (const String& tip);
	void hide();

	TooltipWindow (const TooltipWindow&);
	TooltipWindow& operator= (const TooltipWindow&);
};

#endif   // __JUCE_TOOLTIPWINDOW_JUCEHEADER__
/*** End of inlined file: juce_TooltipWindow.h ***/

/**
	A base class for buttons.

	This contains all the logic for button behaviours such as enabling/disabling,
	responding to shortcut keystrokes, auto-repeating when held down, toggle-buttons
	and radio groups, etc.

	@see TextButton, DrawableButton, ToggleButton
*/
class JUCE_API  Button  : public Component,
						  public SettableTooltipClient,
						  public ApplicationCommandManagerListener,
						  public Value::Listener,
						  private KeyListener
{
protected:

	/** Creates a button.

		@param buttonName	   the text to put in the button (the component's name is also
									initially set to this string, but these can be changed later
									using the setName() and setButtonText() methods)
	*/
	explicit Button (const String& buttonName);

public:
	/** Destructor. */
	virtual ~Button();

	/** Changes the button's text.

		@see getButtonText
	*/
	void setButtonText (const String& newText);

	/** Returns the text displayed in the button.

		@see setButtonText
	*/
	const String getButtonText() const			  { return text; }

	/** Returns true if the button is currently being held down by the mouse.

		@see isOver
	*/
	bool isDown() const throw();

	/** Returns true if the mouse is currently over the button.

		This will be also be true if the mouse is being held down.

		@see isDown
	*/
	bool isOver() const throw();

	/** A button has an on/off state associated with it, and this changes that.

		By default buttons are 'off' and for simple buttons that you click to perform
		an action you won't change this. Toggle buttons, however will want to
		change their state when turned on or off.

		@param shouldBeOn		   whether to set the button's toggle state to be on or
										off. If it's a member of a button group, this will
										always try to turn it on, and to turn off any other
										buttons in the group
		@param sendChangeNotification   if true, a callback will be made to clicked(); if false
										the button will be repainted but no notification will
										be sent
		@see getToggleState, setRadioGroupId
	*/
	void setToggleState (bool shouldBeOn,
						 bool sendChangeNotification);

	/** Returns true if the button in 'on'.

		By default buttons are 'off' and for simple buttons that you click to perform
		an action you won't change this. Toggle buttons, however will want to
		change their state when turned on or off.

		@see setToggleState
	*/
	bool getToggleState() const throw()			 { return isOn.getValue(); }

	/** Returns the Value object that represents the botton's toggle state.
		You can use this Value object to connect the button's state to external values or setters,
		either by taking a copy of the Value, or by using Value::referTo() to make it point to
		your own Value object.
		@see getToggleState, Value
	*/
	Value& getToggleStateValue()				{ return isOn; }

	/** This tells the button to automatically flip the toggle state when
		the button is clicked.

		If set to true, then before the clicked() callback occurs, the toggle-state
		of the button is flipped.
	*/
	void setClickingTogglesState (bool shouldToggle) throw();

	/** Returns true if this button is set to be an automatic toggle-button.

		This returns the last value that was passed to setClickingTogglesState().
	*/
	bool getClickingTogglesState() const throw();

	/** Enables the button to act as a member of a mutually-exclusive group
		of 'radio buttons'.

		If the group ID is set to a non-zero number, then this button will
		act as part of a group of buttons with the same ID, only one of
		which can be 'on' at the same time. Note that when it's part of
		a group, clicking a toggle-button that's 'on' won't turn it off.

		To find other buttons with the same ID, this button will search through
		its sibling components for ToggleButtons, so all the buttons for a
		particular group must be placed inside the same parent component.

		Set the group ID back to zero if you want it to act as a normal toggle
		button again.

		@see getRadioGroupId
	*/
	void setRadioGroupId (int newGroupId);

	/** Returns the ID of the group to which this button belongs.

		(See setRadioGroupId() for an explanation of this).
	*/
	int getRadioGroupId() const throw()			 { return radioGroupId; }

	/**
		Used to receive callbacks when a button is clicked.

		@see Button::addButtonListener, Button::removeButtonListener
	*/
	class JUCE_API  Listener
	{
	public:
		/** Destructor. */
		virtual ~Listener()					 {}

		/** Called when the button is clicked. */
		virtual void buttonClicked (Button* button) = 0;

		/** Called when the button's state changes. */
		virtual void buttonStateChanged (Button*)		   {}
	};

	/** Registers a listener to receive events when this button's state changes.

		If the listener is already registered, this will not register it again.

		@see removeButtonListener
	*/
	void addButtonListener (Listener* newListener);

	/** Removes a previously-registered button listener

		@see addButtonListener
	*/
	void removeButtonListener (Listener* listener);

	/** Causes the button to act as if it's been clicked.

		This will asynchronously make the button draw itself going down and up, and
		will then call back the clicked() method as if mouse was clicked on it.

		@see clicked
	*/
	virtual void triggerClick();

	/** Sets a command ID for this button to automatically invoke when it's clicked.

		When the button is pressed, it will use the given manager to trigger the
		command ID.

		Obviously be careful that the ApplicationCommandManager doesn't get deleted
		before this button is. To disable the command triggering, call this method and
		pass 0 for the parameters.

		If generateTooltip is true, then the button's tooltip will be automatically
		generated based on the name of this command and its current shortcut key.

		@see addShortcut, getCommandID
	*/
	void setCommandToTrigger (ApplicationCommandManager* commandManagerToUse,
							  int commandID,
							  bool generateTooltip);

	/** Returns the command ID that was set by setCommandToTrigger().
	*/
	int getCommandID() const throw()		{ return commandID; }

	/** Assigns a shortcut key to trigger the button.

		The button registers itself with its top-level parent component for keypresses.

		Note that a different way of linking buttons to keypresses is by using the
		setCommandToTrigger() method to invoke a command.

		@see clearShortcuts
	*/
	void addShortcut (const KeyPress& key);

	/** Removes all key shortcuts that had been set for this button.

		@see addShortcut
	*/
	void clearShortcuts();

	/** Returns true if the given keypress is a shortcut for this button.

		@see addShortcut
	*/
	bool isRegisteredForShortcut (const KeyPress& key) const;

	/** Sets an auto-repeat speed for the button when it is held down.

		(Auto-repeat is disabled by default).

		@param initialDelayInMillisecs	  how long to wait after the mouse is pressed before
											triggering the next click. If this is zero, auto-repeat
											is disabled
		@param repeatDelayInMillisecs	   the frequently subsequent repeated clicks should be
											triggered
		@param minimumDelayInMillisecs	  if this is greater than 0, the auto-repeat speed will
											get faster, the longer the button is held down, up to the
											minimum interval specified here
	*/
	void setRepeatSpeed (int initialDelayInMillisecs,
						 int repeatDelayInMillisecs,
						 int minimumDelayInMillisecs = -1) throw();

	/** Sets whether the button click should happen when the mouse is pressed or released.

		By default the button is only considered to have been clicked when the mouse is
		released, but setting this to true will make it call the clicked() method as soon
		as the button is pressed.

		This is useful if the button is being used to show a pop-up menu, as it allows
		the click to be used as a drag onto the menu.
	*/
	void setTriggeredOnMouseDown (bool isTriggeredOnMouseDown) throw();

	/** Returns the number of milliseconds since the last time the button
		went into the 'down' state.
	*/
	uint32 getMillisecondsSinceButtonDown() const throw();

	/** (overridden from Component to do special stuff). */
	void setVisible (bool shouldBeVisible);

	/** Sets the tooltip for this button.

		@see TooltipClient, TooltipWindow
	*/
	void setTooltip (const String& newTooltip);

	// (implementation of the TooltipClient method)
	const String getTooltip();

	/** A combination of these flags are used by setConnectedEdges().
	*/
	enum ConnectedEdgeFlags
	{
		ConnectedOnLeft = 1,
		ConnectedOnRight = 2,
		ConnectedOnTop = 4,
		ConnectedOnBottom = 8
	};

	/** Hints about which edges of the button might be connected to adjoining buttons.

		The value passed in is a bitwise combination of any of the values in the
		ConnectedEdgeFlags enum.

		E.g. if you are placing two buttons adjacent to each other, you could use this to
		indicate which edges are touching, and the LookAndFeel might choose to drawn them
		without rounded corners on the edges that connect. It's only a hint, so the
		LookAndFeel can choose to ignore it if it's not relevent for this type of
		button.
	*/
	void setConnectedEdges (int connectedEdgeFlags);

	/** Returns the set of flags passed into setConnectedEdges(). */
	int getConnectedEdgeFlags() const throw()		   { return connectedEdgeFlags; }

	/** Indicates whether the button adjoins another one on its left edge.
		@see setConnectedEdges
	*/
	bool isConnectedOnLeft() const throw()			  { return (connectedEdgeFlags & ConnectedOnLeft) != 0; }

	/** Indicates whether the button adjoins another one on its right edge.
		@see setConnectedEdges
	*/
	bool isConnectedOnRight() const throw()			 { return (connectedEdgeFlags & ConnectedOnRight) != 0; }

	/** Indicates whether the button adjoins another one on its top edge.
		@see setConnectedEdges
	*/
	bool isConnectedOnTop() const throw()			   { return (connectedEdgeFlags & ConnectedOnTop) != 0; }

	/** Indicates whether the button adjoins another one on its bottom edge.
		@see setConnectedEdges
	*/
	bool isConnectedOnBottom() const throw()			{ return (connectedEdgeFlags & ConnectedOnBottom) != 0; }

	/** Used by setState(). */
	enum ButtonState
	{
		buttonNormal,
		buttonOver,
		buttonDown
	};

	/** Can be used to force the button into a particular state.

		This only changes the button's appearance, it won't trigger a click, or stop any mouse-clicks
		from happening.

		The state that you set here will only last until it is automatically changed when the mouse
		enters or exits the button, or the mouse-button is pressed or released.
	*/
	void setState (const ButtonState newState);

	juce_UseDebuggingNewOperator

protected:

	/** This method is called when the button has been clicked.

		Subclasses can override this to perform whatever they actions they need
		to do.

		Alternatively, a ButtonListener can be added to the button, and these listeners
		will be called when the click occurs.

		@see triggerClick
	*/
	virtual void clicked();

	/** This method is called when the button has been clicked.

		By default it just calls clicked(), but you might want to override it to handle
		things like clicking when a modifier key is pressed, etc.

		@see ModifierKeys
	*/
	virtual void clicked (const ModifierKeys& modifiers);

	/** Subclasses should override this to actually paint the button's contents.

		It's better to use this than the paint method, because it gives you information
		about the over/down state of the button.

		@param g			the graphics context to use
		@param isMouseOverButton	true if the button is either in the 'over' or
									'down' state
		@param isButtonDown	 true if the button should be drawn in the 'down' position
	*/
	virtual void paintButton (Graphics& g,
							  bool isMouseOverButton,
							  bool isButtonDown) = 0;

	/** Called when the button's up/down/over state changes.

		Subclasses can override this if they need to do something special when the button
		goes up or down.

		@see isDown, isOver
	*/
	virtual void buttonStateChanged();

	/** @internal */
	virtual void internalClickCallback (const ModifierKeys& modifiers);
	/** @internal */
	void handleCommandMessage (int commandId);
	/** @internal */
	void mouseEnter (const MouseEvent& e);
	/** @internal */
	void mouseExit (const MouseEvent& e);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	bool keyPressed (const KeyPress& key, Component* originatingComponent);
	/** @internal */
	bool keyStateChanged (bool isKeyDown, Component* originatingComponent);
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void parentHierarchyChanged();
	/** @internal */
	void focusGained (FocusChangeType cause);
	/** @internal */
	void focusLost (FocusChangeType cause);
	/** @internal */
	void enablementChanged();
	/** @internal */
	void applicationCommandInvoked (const ApplicationCommandTarget::InvocationInfo&);
	/** @internal */
	void applicationCommandListChanged();
	/** @internal */
	void valueChanged (Value& value);

private:

	Array <KeyPress> shortcuts;
	Component::SafePointer<Component> keySource;
	String text;
	ListenerList <Listener> buttonListeners;

	class RepeatTimer;
	friend class RepeatTimer;
	friend class ScopedPointer <RepeatTimer>;
	ScopedPointer <RepeatTimer> repeatTimer;
	uint32 buttonPressTime, lastTimeCallbackTime;
	ApplicationCommandManager* commandManagerToUse;
	int autoRepeatDelay, autoRepeatSpeed, autoRepeatMinimumDelay;
	int radioGroupId, commandID, connectedEdgeFlags;
	ButtonState buttonState;

	Value isOn;
	bool lastToggleState : 1;
	bool clickTogglesState : 1;
	bool needsToRelease : 1;
	bool needsRepainting : 1;
	bool isKeyDown : 1;
	bool triggerOnMouseDown : 1;
	bool generateTooltip : 1;

	void repeatTimerCallback();
	RepeatTimer& getRepeatTimer();

	ButtonState updateState (const MouseEvent*);
	bool isShortcutPressed() const;
	void turnOffOtherButtonsInGroup (bool sendChangeNotification);

	void flashButtonState();
	void sendClickMessage (const ModifierKeys& modifiers);
	void sendStateMessage();

	Button (const Button&);
	Button& operator= (const Button&);
};

/** This typedef is just for compatibility with old code - newer code should use Button::Listener instead. */
typedef Button::Listener ButtonListener;

#endif   // __JUCE_BUTTON_JUCEHEADER__
/*** End of inlined file: juce_Button.h ***/

/**
	A scrollbar component.

	To use a scrollbar, set up its total range using the setRangeLimits() method - this
	sets the range of values it can represent. Then you can use setCurrentRange() to
	change the position and size of the scrollbar's 'thumb'.

	Registering a ScrollBar::Listener with the scrollbar will allow you to find out when
	the user moves it, and you can use the getCurrentRangeStart() to find out where
	they moved it to.

	The scrollbar will adjust its own visibility according to whether its thumb size
	allows it to actually be scrolled.

	For most purposes, it's probably easier to use a ViewportContainer or ListBox
	instead of handling a scrollbar directly.

	@see ScrollBar::Listener
*/
class JUCE_API  ScrollBar  : public Component,
							 public AsyncUpdater,
							 private Timer
{
public:

	/** Creates a Scrollbar.

		@param isVertical	   whether it should be a vertical or horizontal bar
		@param buttonsAreVisible	whether to show the up/down or left/right buttons
	*/
	ScrollBar (bool isVertical,
			   bool buttonsAreVisible = true);

	/** Destructor. */
	~ScrollBar();

	/** Returns true if the scrollbar is vertical, false if it's horizontal. */
	bool isVertical() const throw()				 { return vertical; }

	/** Changes the scrollbar's direction.

		You'll also need to resize the bar appropriately - this just changes its internal
		layout.

		@param shouldBeVertical	 true makes it vertical; false makes it horizontal.
	*/
	void setOrientation (bool shouldBeVertical);

	/** Shows or hides the scrollbar's buttons. */
	void setButtonVisibility (bool buttonsAreVisible);

	/** Tells the scrollbar whether to make itself invisible when not needed.

		The default behaviour is for a scrollbar to become invisible when the thumb
		fills the whole of its range (i.e. when it can't be moved). Setting this
		value to false forces the bar to always be visible.
		@see autoHides()
	*/
	void setAutoHide (bool shouldHideWhenFullRange);

	/** Returns true if this scrollbar is set to auto-hide when its thumb is as big
		as its maximum range.
		@see setAutoHide
	*/
	bool autoHides() const throw();

	/** Sets the minimum and maximum values that the bar will move between.

		The bar's thumb will always be constrained so that the entire thumb lies
		within this range.

		@see setCurrentRange
	*/
	void setRangeLimits (const Range<double>& newRangeLimit);

	/** Sets the minimum and maximum values that the bar will move between.

		The bar's thumb will always be constrained so that the entire thumb lies
		within this range.

		@see setCurrentRange
	*/
	void setRangeLimits (double minimum, double maximum);

	/** Returns the current limits on the thumb position.
		@see setRangeLimits
	*/
	const Range<double> getRangeLimit() const throw()		   { return totalRange; }

	/** Returns the lower value that the thumb can be set to.

		This is the value set by setRangeLimits().
	*/
	double getMinimumRangeLimit() const throw()			 { return totalRange.getStart(); }

	/** Returns the upper value that the thumb can be set to.

		This is the value set by setRangeLimits().
	*/
	double getMaximumRangeLimit() const throw()			 { return totalRange.getEnd(); }

	/** Changes the position of the scrollbar's 'thumb'.

		If this method call actually changes the scrollbar's position, it will trigger an
		asynchronous call to ScrollBar::Listener::scrollBarMoved() for all the listeners that
		are registered.

		@see getCurrentRange. setCurrentRangeStart
	*/
	void setCurrentRange (const Range<double>& newRange);

	/** Changes the position of the scrollbar's 'thumb'.

		This sets both the position and size of the thumb - to just set the position without
		changing the size, you can use setCurrentRangeStart().

		If this method call actually changes the scrollbar's position, it will trigger an
		asynchronous call to ScrollBar::Listener::scrollBarMoved() for all the listeners that
		are registered.

		@param newStart	 the top (or left) of the thumb, in the range
							getMinimumRangeLimit() <= newStart <= getMaximumRangeLimit(). If the
							value is beyond these limits, it will be clipped.
		@param newSize	  the size of the thumb, such that
							getMinimumRangeLimit() <= newStart + newSize <= getMaximumRangeLimit(). If the
							size is beyond these limits, it will be clipped.
		@see setCurrentRangeStart, getCurrentRangeStart, getCurrentRangeSize
	*/
	void setCurrentRange (double newStart, double newSize);

	/** Moves the bar's thumb position.

		This will move the thumb position without changing the thumb size. Note
		that the maximum thumb start position is (getMaximumRangeLimit() - getCurrentRangeSize()).

		If this method call actually changes the scrollbar's position, it will trigger an
		asynchronous call to ScrollBar::Listener::scrollBarMoved() for all the listeners that
		are registered.

		@see setCurrentRange
	*/
	void setCurrentRangeStart (double newStart);

	/** Returns the current thumb range.
		@see getCurrentRange, setCurrentRange
	*/
	const Range<double> getCurrentRange() const throw()		 { return visibleRange; }

	/** Returns the position of the top of the thumb.
		@see getCurrentRange, setCurrentRangeStart
	*/
	double getCurrentRangeStart() const throw()			 { return visibleRange.getStart(); }

	/** Returns the current size of the thumb.
		@see getCurrentRange, setCurrentRange
	*/
	double getCurrentRangeSize() const throw()			  { return visibleRange.getLength(); }

	/** Sets the amount by which the up and down buttons will move the bar.

		The value here is in terms of the total range, and is added or subtracted
		from the thumb position when the user clicks an up/down (or left/right) button.
	*/
	void setSingleStepSize (double newSingleStepSize);

	/** Moves the scrollbar by a number of single-steps.

		This will move the bar by a multiple of its single-step interval (as
		specified using the setSingleStepSize() method).

		A positive value here will move the bar down or to the right, a negative
		value moves it up or to the left.
	*/
	void moveScrollbarInSteps (int howManySteps);

	/** Moves the scroll bar up or down in pages.

		This will move the bar by a multiple of its current thumb size, effectively
		doing a page-up or down.

		A positive value here will move the bar down or to the right, a negative
		value moves it up or to the left.
	*/
	void moveScrollbarInPages (int howManyPages);

	/** Scrolls to the top (or left).

		This is the same as calling setCurrentRangeStart (getMinimumRangeLimit());
	*/
	void scrollToTop();

	/** Scrolls to the bottom (or right).

		This is the same as calling setCurrentRangeStart (getMaximumRangeLimit() - getCurrentRangeSize());
	*/
	void scrollToBottom();

	/** Changes the delay before the up and down buttons autorepeat when they are held
		down.

		For an explanation of what the parameters are for, see Button::setRepeatSpeed().

		@see Button::setRepeatSpeed
	*/
	void setButtonRepeatSpeed (int initialDelayInMillisecs,
							   int repeatDelayInMillisecs,
							   int minimumDelayInMillisecs = -1);

	/** A set of colour IDs to use to change the colour of various aspects of the component.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1000300,	/**< The background colour of the scrollbar. */
		thumbColourId		   = 0x1000400,	/**< A base colour to use for the thumb. The look and feel will probably use variations on this colour. */
		trackColourId		   = 0x1000401	 /**< A base colour to use for the slot area of the bar. The look and feel will probably use variations on this colour. */
	};

	/**
		A class for receiving events from a ScrollBar.

		You can register a ScrollBar::Listener with a ScrollBar using the ScrollBar::addListener()
		method, and it will be called when the bar's position changes.

		@see ScrollBar::addListener, ScrollBar::removeListener
	*/
	class JUCE_API  Listener
	{
	public:
		/** Destructor. */
		virtual ~Listener() {}

		/** Called when a ScrollBar is moved.

			@param scrollBarThatHasMoved	the bar that has moved
			@param newRangeStart		the new range start of this bar
		*/
		virtual void scrollBarMoved (ScrollBar* scrollBarThatHasMoved,
									 double newRangeStart) = 0;
	};

	/** Registers a listener that will be called when the scrollbar is moved. */
	void addListener (Listener* listener);

	/** Deregisters a previously-registered listener. */
	void removeListener (Listener* listener);

	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void mouseWheelMove (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	void handleAsyncUpdate();
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseUp   (const MouseEvent& e);
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();

	juce_UseDebuggingNewOperator

private:

	Range <double> totalRange, visibleRange;
	double singleStepSize, dragStartRange;
	int thumbAreaStart, thumbAreaSize, thumbStart, thumbSize;
	int dragStartMousePos, lastMousePos;
	int initialDelayInMillisecs, repeatDelayInMillisecs, minimumDelayInMillisecs;
	bool vertical, isDraggingThumb, autohides;
	class ScrollbarButton;
	friend class ScopedPointer<ScrollbarButton>;
	ScopedPointer<ScrollbarButton> upButton, downButton;
	ListenerList <Listener> listeners;

	void updateThumbPosition();
	void timerCallback();

	ScrollBar (const ScrollBar&);
	ScrollBar& operator= (const ScrollBar&);
};

/** This typedef is just for compatibility with old code - newer code should use the ScrollBar::Listener class directly. */
typedef ScrollBar::Listener ScrollBarListener;

#endif   // __JUCE_SCROLLBAR_JUCEHEADER__
/*** End of inlined file: juce_ScrollBar.h ***/

/**
	A Viewport is used to contain a larger child component, and allows the child
	to be automatically scrolled around.

	To use a Viewport, just create one and set the component that goes inside it
	using the setViewedComponent() method. When the child component changes size,
	the Viewport will adjust its scrollbars accordingly.

	A subclass of the viewport can be created which will receive calls to its
	visibleAreaChanged() method when the subcomponent changes position or size.

*/
class JUCE_API  Viewport  : public Component,
							private ComponentListener,
							private ScrollBar::Listener
{
public:

	/** Creates a Viewport.

		The viewport is initially empty - use the setViewedComponent() method to
		add a child component for it to manage.
	*/
	explicit Viewport (const String& componentName = String::empty);

	/** Destructor. */
	~Viewport();

	/** Sets the component that this viewport will contain and scroll around.

		This will add the given component to this Viewport and position it at
		(0, 0).

		(Don't add or remove any child components directly using the normal
		Component::addChildComponent() methods).

		@param newViewedComponent	   the component to add to this viewport (this pointer
										may be null). The component passed in will be deleted
										by the Viewport when it's no longer needed
		@see getViewedComponent
	*/
	void setViewedComponent (Component* newViewedComponent);

	/** Returns the component that's currently being used inside the Viewport.

		@see setViewedComponent
	*/
	Component* getViewedComponent() const throw()		   { return contentComp; }

	/** Changes the position of the viewed component.

		The inner component will be moved so that the pixel at the top left of
		the viewport will be the pixel at position (xPixelsOffset, yPixelsOffset)
		within the inner component.

		This will update the scrollbars and might cause a call to visibleAreaChanged().

		@see getViewPositionX, getViewPositionY, setViewPositionProportionately
	*/
	void setViewPosition (int xPixelsOffset, int yPixelsOffset);

	/** Changes the position of the viewed component.

		The inner component will be moved so that the pixel at the top left of
		the viewport will be the pixel at the specified coordinates within the
		inner component.

		This will update the scrollbars and might cause a call to visibleAreaChanged().

		@see getViewPositionX, getViewPositionY, setViewPositionProportionately
	*/
	void setViewPosition (const Point<int>& newPosition);

	/** Changes the view position as a proportion of the distance it can move.

		The values here are from 0.0 to 1.0 - where (0, 0) would put the
		visible area in the top-left, and (1, 1) would put it as far down and
		to the right as it's possible to go whilst keeping the child component
		on-screen.
	*/
	void setViewPositionProportionately (double proportionX, double proportionY);

	/** If the specified position is at the edges of the viewport, this method scrolls
		the viewport to bring that position nearer to the centre.

		Call this if you're dragging an object inside a viewport and want to make it scroll
		when the user approaches an edge. You might also find Component::beginDragAutoRepeat()
		useful when auto-scrolling.

		@param mouseX	   the x position, relative to the Viewport's top-left
		@param mouseY	   the y position, relative to the Viewport's top-left
		@param distanceFromEdge	 specifies how close to an edge the position needs to be
							before the viewport should scroll in that direction
		@param maximumSpeed the maximum number of pixels that the viewport is allowed
							to scroll by.
		@returns		true if the viewport was scrolled
	*/
	bool autoScroll (int mouseX, int mouseY, int distanceFromEdge, int maximumSpeed);

	/** Returns the position within the child component of the top-left of its visible area.
	*/
	const Point<int> getViewPosition() const throw()	{ return lastVisibleArea.getPosition(); }

	/** Returns the position within the child component of the top-left of its visible area.
		@see getViewWidth, setViewPosition
	*/
	int getViewPositionX() const throw()			{ return lastVisibleArea.getX(); }

	/** Returns the position within the child component of the top-left of its visible area.
		@see getViewHeight, setViewPosition
	*/
	int getViewPositionY() const throw()			{ return lastVisibleArea.getY(); }

	/** Returns the width of the visible area of the child component.

		This may be less than the width of this Viewport if there's a vertical scrollbar
		or if the child component is itself smaller.
	*/
	int getViewWidth() const throw()			{ return lastVisibleArea.getWidth(); }

	/** Returns the height of the visible area of the child component.

		This may be less than the height of this Viewport if there's a horizontal scrollbar
		or if the child component is itself smaller.
	*/
	int getViewHeight() const throw()			   { return lastVisibleArea.getHeight(); }

	/** Returns the width available within this component for the contents.

		This will be the width of the viewport component minus the width of a
		vertical scrollbar (if visible).
	*/
	int getMaximumVisibleWidth() const;

	/** Returns the height available within this component for the contents.

		This will be the height of the viewport component minus the space taken up
		by a horizontal scrollbar (if visible).
	*/
	int getMaximumVisibleHeight() const;

	/** Callback method that is called when the visible area changes.

		This will be called when the visible area is moved either be scrolling or
		by calls to setViewPosition(), etc.
	*/
	virtual void visibleAreaChanged (int visibleX, int visibleY,
									 int visibleW, int visibleH);

	/** Turns scrollbars on or off.

		If set to false, the scrollbars won't ever appear. When true (the default)
		they will appear only when needed.
	*/
	void setScrollBarsShown (bool showVerticalScrollbarIfNeeded,
							 bool showHorizontalScrollbarIfNeeded);

	/** True if the vertical scrollbar is enabled.
		@see setScrollBarsShown
	*/
	bool isVerticalScrollBarShown() const throw()		   { return showVScrollbar; }

	/** True if the horizontal scrollbar is enabled.
		@see setScrollBarsShown
	*/
	bool isHorizontalScrollBarShown() const throw()		 { return showHScrollbar; }

	/** Changes the width of the scrollbars.

		If this isn't specified, the default width from the LookAndFeel class will be used.

		@see LookAndFeel::getDefaultScrollbarWidth
	*/
	void setScrollBarThickness (int thickness);

	/** Returns the thickness of the scrollbars.

		@see setScrollBarThickness
	*/
	int getScrollBarThickness() const;

	/** Changes the distance that a single-step click on a scrollbar button
		will move the viewport.
	*/
	void setSingleStepSizes (int stepX, int stepY);

	/** Shows or hides the buttons on any scrollbars that are used.

		@see ScrollBar::setButtonVisibility
	*/
	void setScrollBarButtonVisibility (bool buttonsVisible);

	/** Returns a pointer to the scrollbar component being used.
		Handy if you need to customise the bar somehow.
	*/
	ScrollBar* getVerticalScrollBar() throw()		   { return &verticalScrollBar; }

	/** Returns a pointer to the scrollbar component being used.
		Handy if you need to customise the bar somehow.
	*/
	ScrollBar* getHorizontalScrollBar() throw()		 { return &horizontalScrollBar; }

	juce_UseDebuggingNewOperator

	/** @internal */
	void resized();
	/** @internal */
	void scrollBarMoved (ScrollBar* scrollBarThatHasMoved, double newRangeStart);
	/** @internal */
	void mouseWheelMove (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void componentMovedOrResized (Component& component, bool wasMoved, bool wasResized);
	/** @internal */
	bool useMouseWheelMoveIfNeeded (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);

private:
	Component::SafePointer<Component> contentComp;
	Rectangle<int> lastVisibleArea;
	int scrollBarThickness;
	int singleStepX, singleStepY;
	bool showHScrollbar, showVScrollbar;
	Component contentHolder;
	ScrollBar verticalScrollBar;
	ScrollBar horizontalScrollBar;

	void updateVisibleArea();
	void deleteContentComp();

	Viewport (const Viewport&);
	Viewport& operator= (const Viewport&);
};

#endif   // __JUCE_VIEWPORT_JUCEHEADER__
/*** End of inlined file: juce_Viewport.h ***/


/*** Start of inlined file: juce_PopupMenu.h ***/
#ifndef __JUCE_POPUPMENU_JUCEHEADER__
#define __JUCE_POPUPMENU_JUCEHEADER__

class PopupMenuCustomComponent;

/** Creates and displays a popup-menu.

	To show a popup-menu, you create one of these, add some items to it, then
	call its show() method, which returns the id of the item the user selects.

	E.g. @code
	void MyWidget::mouseDown (const MouseEvent& e)
	{
		PopupMenu m;
		m.addItem (1, "item 1");
		m.addItem (2, "item 2");

		const int result = m.show();

		if (result == 0)
		{
			// user dismissed the menu without picking anything
		}
		else if (result == 1)
		{
			// user picked item 1
		}
		else if (result == 2)
		{
			// user picked item 2
		}
	}
	@endcode

	Submenus are easy too: @code

	void MyWidget::mouseDown (const MouseEvent& e)
	{
		PopupMenu subMenu;
		subMenu.addItem (1, "item 1");
		subMenu.addItem (2, "item 2");

		PopupMenu mainMenu;
		mainMenu.addItem (3, "item 3");
		mainMenu.addSubMenu ("other choices", subMenu);

		const int result = m.show();

		...etc
	}
	@endcode
*/
class JUCE_API  PopupMenu
{
public:

	/** Creates an empty popup menu. */
	PopupMenu();

	/** Creates a copy of another menu. */
	PopupMenu (const PopupMenu& other);

	/** Destructor. */
	~PopupMenu();

	/** Copies this menu from another one. */
	PopupMenu& operator= (const PopupMenu& other);

	/** Resets the menu, removing all its items. */
	void clear();

	/** Appends a new text item for this menu to show.

		@param itemResultId	 the number that will be returned from the show() method
								if the user picks this item. The value should never be
								zero, because that's used to indicate that the user didn't
								select anything.
		@param itemText	 the text to show.
		@param isActive	 if false, the item will be shown 'greyed-out' and can't be
								picked
		@param isTicked	 if true, the item will be shown with a tick next to it
		@param iconToUse	if this is non-zero, it should be an image that will be
								displayed to the left of the item. This method will take its
								own copy of the image passed-in, so there's no need to keep
								it hanging around.

		@see addSeparator, addColouredItem, addCustomItem, addSubMenu
	*/
	void addItem (int itemResultId,
				  const String& itemText,
				  bool isActive = true,
				  bool isTicked = false,
				  const Image& iconToUse = Image::null);

	/** Adds an item that represents one of the commands in a command manager object.

		@param commandManager	   the manager to use to trigger the command and get information
									about it
		@param commandID		the ID of the command
		@param displayName	  if this is non-empty, then this string will be used instead of
									the command's registered name
	*/
	void addCommandItem (ApplicationCommandManager* commandManager,
						 int commandID,
						 const String& displayName = String::empty);

	/** Appends a text item with a special colour.

		This is the same as addItem(), but specifies a colour to use for the
		text, which will override the default colours that are used by the
		current look-and-feel. See addItem() for a description of the parameters.
	*/
	void addColouredItem (int itemResultId,
						  const String& itemText,
						  const Colour& itemTextColour,
						  bool isActive = true,
						  bool isTicked = false,
						  const Image& iconToUse = Image::null);

	/** Appends a custom menu item.

		This will add a user-defined component to use as a menu item. The component
		passed in will be deleted by this menu when it's no longer needed.

		@see PopupMenuCustomComponent
	*/
	void addCustomItem (int itemResultId, PopupMenuCustomComponent* customComponent);

	/** Appends a custom menu item that can't be used to trigger a result.

		This will add a user-defined component to use as a menu item. Unlike the
		addCustomItem() method that takes a PopupMenuCustomComponent, this version
		can't trigger a result from it, so doesn't take a menu ID. It also doesn't
		delete the component when it's finished, so it's the caller's responsibility
		to manage the component that is passed-in.

		if triggerMenuItemAutomaticallyWhenClicked is true, the menu itself will handle
		detection of a mouse-click on your component, and use that to trigger the
		menu ID specified in itemResultId. If this is false, the menu item can't
		be triggered, so itemResultId is not used.

		@see PopupMenuCustomComponent
	*/
	void addCustomItem (int itemResultId,
						Component* customComponent,
						int idealWidth, int idealHeight,
						bool triggerMenuItemAutomaticallyWhenClicked);

	/** Appends a sub-menu.

		If the menu that's passed in is empty, it will appear as an inactive item.
	*/
	void addSubMenu (const String& subMenuName,
					 const PopupMenu& subMenu,
					 bool isActive = true,
					 const Image& iconToUse = Image::null,
					 bool isTicked = false);

	/** Appends a separator to the menu, to help break it up into sections.

		The menu class is smart enough not to display separators at the top or bottom
		of the menu, and it will replace mutliple adjacent separators with a single
		one, so your code can be quite free and easy about adding these, and it'll
		always look ok.
	*/
	void addSeparator();

	/** Adds a non-clickable text item to the menu.

		This is a bold-font items which can be used as a header to separate the items
		into named groups.
	*/
	void addSectionHeader (const String& title);

	/** Returns the number of items that the menu currently contains.

		(This doesn't count separators).
	*/
	int getNumItems() const throw();

	/** Returns true if the menu contains a command item that triggers the given command. */
	bool containsCommandItem (int commandID) const;

	/** Returns true if the menu contains any items that can be used. */
	bool containsAnyActiveItems() const throw();

	/** Displays the menu and waits for the user to pick something.

		This will display the menu modally, and return the ID of the item that the
		user picks. If they click somewhere off the menu to get rid of it without
		choosing anything, this will return 0.

		The current location of the mouse will be used as the position to show the
		menu - to explicitly set the menu's position, use showAt() instead. Depending
		on where this point is on the screen, the menu will appear above, below or
		to the side of the point.

		@param itemIdThatMustBeVisible  if you set this to the ID of one of the menu items,
										then when the menu first appears, it will make sure
										that this item is visible. So if the menu has too many
										items to fit on the screen, it will be scrolled to a
										position where this item is visible.
		@param minimumWidth		 a minimum width for the menu, in pixels. It may be wider
										than this if some items are too long to fit.
		@param maximumNumColumns	if there are too many items to fit on-screen in a single
										vertical column, the menu may be laid out as a series of
										columns - this is the maximum number allowed. To use the
										default value for this (probably about 7), you can pass
										in zero.
		@param standardItemHeight	   if this is non-zero, it will be used as the standard
										height for menu items (apart from custom items)
		@param callback		 if this is non-zero, the menu will be launched asynchronously,
										returning immediately, and the callback will receive a
										call when the menu is either dismissed or has an item
										selected. This object will be owned and deleted by the
										system, so make sure that it works safely and that any
										pointers that it uses are safely within scope.
		@see showAt
	*/
	int show (int itemIdThatMustBeVisible = 0,
			  int minimumWidth = 0,
			  int maximumNumColumns = 0,
			  int standardItemHeight = 0,
			  ModalComponentManager::Callback* callback = 0);

	/** Displays the menu at a specific location.

		This is the same as show(), but uses a specific location (in global screen
		co-ordinates) rather than the current mouse position.

		Note that the co-ordinates don't specify the top-left of the menu - they
		indicate a point of interest, and the menu will position itself nearby to
		this point, trying to keep it fully on-screen.

		@see show()
	*/
	int showAt (int screenX,
				int screenY,
				int itemIdThatMustBeVisible = 0,
				int minimumWidth = 0,
				int maximumNumColumns = 0,
				int standardItemHeight = 0,
				ModalComponentManager::Callback* callback = 0);

	/** Displays the menu as if it's attached to a component such as a button.

		This is similar to showAt(), but will position it next to the given component, e.g.
		so that the menu's edge is aligned with that of the component. This is intended for
		things like buttons that trigger a pop-up menu.
	*/
	int showAt (Component* componentToAttachTo,
				int itemIdThatMustBeVisible = 0,
				int minimumWidth = 0,
				int maximumNumColumns = 0,
				int standardItemHeight = 0,
				ModalComponentManager::Callback* callback = 0);

	/** Closes any menus that are currently open.

		This might be useful if you have a situation where your window is being closed
		by some means other than a user action, and you'd like to make sure that menus
		aren't left hanging around.
	*/
	static void JUCE_CALLTYPE dismissAllActiveMenus();

	/** Specifies a look-and-feel for the menu and any sub-menus that it has.

		This can be called before show() if you need a customised menu. Be careful
		not to delete the LookAndFeel object before the menu has been deleted.
	*/
	void setLookAndFeel (LookAndFeel* newLookAndFeel);

	/** A set of colour IDs to use to change the colour of various aspects of the menu.

		These constants can be used either via the LookAndFeel::setColour()
		method for the look and feel that is set for this menu with setLookAndFeel()

		@see setLookAndFeel, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId		 = 0x1000700,  /**< The colour to fill the menu's background with. */
		textColourId		   = 0x1000600,  /**< The colour for normal menu item text, (unless the
														  colour is specified when the item is added). */
		headerTextColourId		 = 0x1000601,  /**< The colour for section header item text (see the
														  addSectionHeader() method). */
		highlightedBackgroundColourId  = 0x1000900,  /**< The colour to fill the background of the currently
														  highlighted menu item. */
		highlightedTextColourId	= 0x1000800,  /**< The colour to use for the text of the currently
														  highlighted item. */
	};

	/**
		Allows you to iterate through the items in a pop-up menu, and examine
		their properties.

		To use this, just create one and repeatedly call its next() method. When this
		returns true, all the member variables of the iterator are filled-out with
		information describing the menu item. When it returns false, the end of the
		list has been reached.
	*/
	class JUCE_API  MenuItemIterator
	{
	public:

		/** Creates an iterator that will scan through the items in the specified
			menu.

			Be careful not to add any items to a menu while it is being iterated,
			or things could get out of step.
		*/
		MenuItemIterator (const PopupMenu& menu);

		/** Destructor. */
		~MenuItemIterator();

		/** Returns true if there is another item, and sets up all this object's
			member variables to reflect that item's properties.
		*/
		bool next();

		String itemName;
		const PopupMenu* subMenu;
		int itemId;
		bool isSeparator;
		bool isTicked;
		bool isEnabled;
		bool isCustomComponent;
		bool isSectionHeader;
		const Colour* customColour;
		Image customImage;
		ApplicationCommandManager* commandManager;

		juce_UseDebuggingNewOperator

	private:
		const PopupMenu& menu;
		int index;

		MenuItemIterator (const MenuItemIterator&);
		MenuItemIterator& operator= (const MenuItemIterator&);
	};

	juce_UseDebuggingNewOperator

private:
	class Item;
	class ItemComponent;
	class Window;

	friend class MenuItemIterator;
	friend class ItemComponent;
	friend class Window;
	friend class PopupMenuCustomComponent;
	friend class MenuBarComponent;
	friend class OwnedArray <Item>;
	friend class OwnedArray <ItemComponent>;
	friend class ScopedPointer <Window>;

	OwnedArray <Item> items;
	LookAndFeel* lookAndFeel;
	bool separatorPending;

	void addSeparatorIfPending();

	int showMenu (const Rectangle<int>& target,
				  int itemIdThatMustBeVisible,
				  int minimumWidth,
				  int maximumNumColumns,
				  int standardItemHeight,
				  bool alignToRectangle,
				  Component* componentAttachedTo,
				  ModalComponentManager::Callback* callback);
};

#endif   // __JUCE_POPUPMENU_JUCEHEADER__
/*** End of inlined file: juce_PopupMenu.h ***/


/*** Start of inlined file: juce_TextInputTarget.h ***/
#ifndef __JUCE_TEXTINPUTTARGET_JUCEHEADER__
#define __JUCE_TEXTINPUTTARGET_JUCEHEADER__

/** An abstract base class that is implemented by components that wish to be used
	as text editors.

	This class allows different types of text editor component to provide a uniform
	interface, which can be used by things like OS-specific input methods, on-screen
	keyboards, etc.
*/
class JUCE_API  TextInputTarget
{
public:

	/** */
	TextInputTarget() {}

	/** Destructor. */
	virtual ~TextInputTarget() {}

	/** Returns true if this input target is currently accepting input.
		For example, a text editor might return false if it's in read-only mode.
	*/
	virtual bool isTextInputActive() const = 0;

	/** Returns the extents of the selected text region, or an empty range if
		nothing is selected,
	*/
	virtual const Range<int> getHighlightedRegion() const = 0;

	/** Sets the currently-selected text region.
	*/
	virtual void setHighlightedRegion (const Range<int>& newRange) = 0;

	/** Returns a specified sub-section of the text.
	*/
	virtual const String getTextInRange (const Range<int>& range) const = 0;

	/** Inserts some text, overwriting the selected text region, if there is one. */
	virtual void insertTextAtCaret (const String& textToInsert) = 0;
};

#endif   // __JUCE_TEXTINPUTTARGET_JUCEHEADER__
/*** End of inlined file: juce_TextInputTarget.h ***/

/**
	A component containing text that can be edited.

	A TextEditor can either be in single- or multi-line mode, and supports mixed
	fonts and colours.

	@see TextEditor::Listener, Label
*/
class JUCE_API  TextEditor  : public Component,
							  public TextInputTarget,
							  public SettableTooltipClient
{
public:

	/** Creates a new, empty text editor.

		@param componentName	the name to pass to the component for it to use as its name
		@param passwordCharacter	if this is not zero, this character will be used as a replacement
									for all characters that are drawn on screen - e.g. to create
									a password-style textbox containing circular blobs instead of text,
									you could set this value to 0x25cf, which is the unicode character
									for a black splodge (not all fonts include this, though), or 0x2022,
									which is a bullet (probably the best choice for linux).
	*/
	explicit TextEditor (const String& componentName = String::empty,
						 juce_wchar passwordCharacter = 0);

	/** Destructor. */
	virtual ~TextEditor();

	/** Puts the editor into either multi- or single-line mode.

		By default, the editor will be in single-line mode, so use this if you need a multi-line
		editor.

		See also the setReturnKeyStartsNewLine() method, which will also need to be turned
		on if you want a multi-line editor with line-breaks.

		@see isMultiLine, setReturnKeyStartsNewLine
	*/
	void setMultiLine (bool shouldBeMultiLine,
					   bool shouldWordWrap = true);

	/** Returns true if the editor is in multi-line mode.
	*/
	bool isMultiLine() const;

	/** Changes the behaviour of the return key.

		If set to true, the return key will insert a new-line into the text; if false
		it will trigger a call to the TextEditor::Listener::textEditorReturnKeyPressed()
		method. By default this is set to false, and when true it will only insert
		new-lines when in multi-line mode (see setMultiLine()).
	*/
	void setReturnKeyStartsNewLine (bool shouldStartNewLine);

	/** Returns the value set by setReturnKeyStartsNewLine().

		See setReturnKeyStartsNewLine() for more info.
	*/
	bool getReturnKeyStartsNewLine() const			  { return returnKeyStartsNewLine; }

	/** Indicates whether the tab key should be accepted and used to input a tab character,
		or whether it gets ignored.

		By default the tab key is ignored, so that it can be used to switch keyboard focus
		between components.
	*/
	void setTabKeyUsedAsCharacter (bool shouldTabKeyBeUsed);

	/** Returns true if the tab key is being used for input.
		@see setTabKeyUsedAsCharacter
	*/
	bool isTabKeyUsedAsCharacter() const			{ return tabKeyUsed; }

	/** Changes the editor to read-only mode.

		By default, the text editor is not read-only. If you're making it read-only, you
		might also want to call setCaretVisible (false) to get rid of the caret.

		The text can still be highlighted and copied when in read-only mode.

		@see isReadOnly, setCaretVisible
	*/
	void setReadOnly (bool shouldBeReadOnly);

	/** Returns true if the editor is in read-only mode.
	*/
	bool isReadOnly() const;

	/** Makes the caret visible or invisible.

		By default the caret is visible.

		@see setCaretColour, setCaretPosition
	*/
	void setCaretVisible (bool shouldBeVisible);

	/** Returns true if the caret is enabled.
		@see setCaretVisible
	*/
	bool isCaretVisible() const				 { return caretVisible; }

	/** Enables/disables a vertical scrollbar.

		(This only applies when in multi-line mode). When the text gets too long to fit
		in the component, a scrollbar can appear to allow it to be scrolled. Even when
		this is enabled, the scrollbar will be hidden unless it's needed.

		By default the scrollbar is enabled.
	*/
	void setScrollbarsShown (bool shouldBeEnabled);

	/** Returns true if scrollbars are enabled.
		@see setScrollbarsShown
	*/
	bool areScrollbarsShown() const				 { return scrollbarVisible; }

	/** Changes the password character used to disguise the text.

		@param passwordCharacter	if this is not zero, this character will be used as a replacement
									for all characters that are drawn on screen - e.g. to create
									a password-style textbox containing circular blobs instead of text,
									you could set this value to 0x25cf, which is the unicode character
									for a black splodge (not all fonts include this, though), or 0x2022,
									which is a bullet (probably the best choice for linux).
	*/
	void setPasswordCharacter (juce_wchar passwordCharacter);

	/** Returns the current password character.
		@see setPasswordCharacter
	*/
	juce_wchar getPasswordCharacter() const			 { return passwordCharacter; }

	/** Allows a right-click menu to appear for the editor.

		(This defaults to being enabled).

		If enabled, right-clicking (or command-clicking on the Mac) will pop up a menu
		of options such as cut/copy/paste, undo/redo, etc.
	*/
	void setPopupMenuEnabled (bool menuEnabled);

	/** Returns true if the right-click menu is enabled.
		@see setPopupMenuEnabled
	*/
	bool isPopupMenuEnabled() const				 { return popupMenuEnabled; }

	/** Returns true if a popup-menu is currently being displayed.
	*/
	bool isPopupMenuCurrentlyActive() const			 { return menuActive; }

	/** A set of colour IDs to use to change the colour of various aspects of the editor.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	   = 0x1000200, /**< The colour to use for the text component's background - this can be
												   transparent if necessary. */

		textColourId		 = 0x1000201, /**< The colour that will be used when text is added to the editor. Note
												   that because the editor can contain multiple colours, calling this
												   method won't change the colour of existing text - to do that, call
												   applyFontToAllText() after calling this method.*/

		highlightColourId	= 0x1000202, /**< The colour with which to fill the background of highlighted sections of
												   the text - this can be transparent if you don't want to show any
												   highlighting.*/

		highlightedTextColourId  = 0x1000203, /**< The colour with which to draw the text in highlighted sections. */

		caretColourId		= 0x1000204, /**< The colour with which to draw the caret. */

		outlineColourId	  = 0x1000205, /**< If this is non-transparent, it will be used to draw a box around
												   the edge of the component. */

		focusedOutlineColourId   = 0x1000206, /**< If this is non-transparent, it will be used to draw a box around
												   the edge of the component when it has focus. */

		shadowColourId	   = 0x1000207, /**< If this is non-transparent, it'll be used to draw an inner shadow
												   around the edge of the editor. */
	};

	/** Sets the font to use for newly added text.

		This will change the font that will be used next time any text is added or entered
		into the editor. It won't change the font of any existing text - to do that, use
		applyFontToAllText() instead.

		@see applyFontToAllText
	*/
	void setFont (const Font& newFont);

	/** Applies a font to all the text in the editor.

		This will also set the current font to use for any new text that's added.

		@see setFont
	*/
	void applyFontToAllText (const Font& newFont);

	/** Returns the font that's currently being used for new text.

		@see setFont
	*/
	const Font getFont() const;

	/** If set to true, focusing on the editor will highlight all its text.

		(Set to false by default).

		This is useful for boxes where you expect the user to re-enter all the
		text when they focus on the component, rather than editing what's already there.
	*/
	void setSelectAllWhenFocused (bool b);

	/** Sets limits on the characters that can be entered.

		@param maxTextLength	if this is > 0, it sets a maximum length limit; if 0, no
									limit is set
		@param allowedCharacters	if this is non-empty, then only characters that occur in
									this string are allowed to be entered into the editor.
	*/
	void setInputRestrictions (int maxTextLength,
							   const String& allowedCharacters = String::empty);

	/** When the text editor is empty, it can be set to display a message.

		This is handy for things like telling the user what to type in the box - the
		string is only displayed, it's not taken to actually be the contents of
		the editor.
	*/
	void setTextToShowWhenEmpty (const String& text, const Colour& colourToUse);

	/** Changes the size of the scrollbars that are used.

		Handy if you need smaller scrollbars for a small text box.
	*/
	void setScrollBarThickness (int newThicknessPixels);

	/** Shows or hides the buttons on any scrollbars that are used.

		@see ScrollBar::setButtonVisibility
	*/
	void setScrollBarButtonVisibility (bool buttonsVisible);

	/**
		Receives callbacks from a TextEditor component when it changes.

		@see TextEditor::addListener
	*/
	class JUCE_API  Listener
	{
	public:
		/** Destructor. */
		virtual ~Listener()  {}

		/** Called when the user changes the text in some way. */
		virtual void textEditorTextChanged (TextEditor& editor) = 0;

		/** Called when the user presses the return key. */
		virtual void textEditorReturnKeyPressed (TextEditor& editor) = 0;

		/** Called when the user presses the escape key. */
		virtual void textEditorEscapeKeyPressed (TextEditor& editor) = 0;

		/** Called when the text editor loses focus. */
		virtual void textEditorFocusLost (TextEditor& editor) = 0;
	};

	/** Registers a listener to be told when things happen to the text.

		@see removeListener
	*/
	void addListener (Listener* newListener);

	/** Deregisters a listener.

		@see addListener
	*/
	void removeListener (Listener* listenerToRemove);

	/** Returns the entire contents of the editor. */
	const String getText() const;

	/** Returns a section of the contents of the editor. */
	const String getTextInRange (const Range<int>& textRange) const;

	/** Returns true if there are no characters in the editor.

		This is more efficient than calling getText().isEmpty().
	*/
	bool isEmpty() const;

	/** Sets the entire content of the editor.

		This will clear the editor and insert the given text (using the current text colour
		and font). You can set the current text colour using
		@code setColour (TextEditor::textColourId, ...);
		@endcode

		@param newText		  the text to add
		@param sendTextChangeMessage	if true, this will cause a change message to
										be sent to all the listeners.
		@see insertText
	*/
	void setText (const String& newText,
				  bool sendTextChangeMessage = true);

	/** Returns a Value object that can be used to get or set the text.

		Bear in mind that this operate quite slowly if your text box contains large
		amounts of text, as it needs to dynamically build the string that's involved. It's
		best used for small text boxes.
	*/
	Value& getTextValue();

	/** Inserts some text at the current cursor position.

		If a section of the text is highlighted, it will be replaced by
		this string, otherwise it will be inserted.

		To delete a section of text, you can use setHighlightedRegion() to
		highlight it, and call insertTextAtCursor (String::empty).

		@see setCaretPosition, getCaretPosition, setHighlightedRegion
	*/
	void insertTextAtCaret (const String& textToInsert);

	/** Deletes all the text from the editor. */
	void clear();

	/** Deletes the currently selected region, and puts it on the clipboard.

		@see copy, paste, SystemClipboard
	*/
	void cut();

	/** Copies any currently selected region to the clipboard.

		@see cut, paste, SystemClipboard
	*/
	void copy();

	/** Pastes the contents of the clipboard into the editor at the cursor position.

		@see cut, copy, SystemClipboard
	*/
	void paste();

	/** Moves the caret to be in front of a given character.

		@see getCaretPosition
	*/
	void setCaretPosition (int newIndex);

	/** Returns the current index of the caret.

		@see setCaretPosition
	*/
	int getCaretPosition() const;

	/** Attempts to scroll the text editor so that the caret ends up at
		a specified position.

		This won't affect the caret's position within the text, it tries to scroll
		the entire editor vertically and horizontally so that the caret is sitting
		at the given position (relative to the top-left of this component).

		Depending on the amount of text available, it might not be possible to
		scroll far enough for the caret to reach this exact position, but it
		will go as far as it can in that direction.
	*/
	void scrollEditorToPositionCaret (int desiredCaretX, int desiredCaretY);

	/** Get the graphical position of the caret.

		The rectangle returned is relative to the component's top-left corner.
		@see scrollEditorToPositionCaret
	*/
	const Rectangle<int> getCaretRectangle();

	/** Selects a section of the text. */
	void setHighlightedRegion (const Range<int>& newSelection);

	/** Returns the range of characters that are selected.
		If nothing is selected, this will return an empty range.
		@see setHighlightedRegion
	*/
	const Range<int> getHighlightedRegion() const		   { return selection; }

	/** Returns the section of text that is currently selected. */
	const String getHighlightedText() const;

	/** Finds the index of the character at a given position.

		The co-ordinates are relative to the component's top-left.
	*/
	int getTextIndexAt (int x, int y);

	/** Counts the number of characters in the text.

		This is quicker than getting the text as a string if you just need to know
		the length.
	*/
	int getTotalNumChars() const;

	/** Returns the total width of the text, as it is currently laid-out.

		This may be larger than the size of the TextEditor, and can change when
		the TextEditor is resized or the text changes.
	*/
	int getTextWidth() const;

	/** Returns the maximum height of the text, as it is currently laid-out.

		This may be larger than the size of the TextEditor, and can change when
		the TextEditor is resized or the text changes.
	*/
	int getTextHeight() const;

	/** Changes the size of the gap at the top and left-edge of the editor.

		By default there's a gap of 4 pixels.
	*/
	void setIndents (int newLeftIndent, int newTopIndent);

	/** Changes the size of border left around the edge of the component.

		@see getBorder
	*/
	void setBorder (const BorderSize& border);

	/** Returns the size of border around the edge of the component.

		@see setBorder
	*/
	const BorderSize getBorder() const;

	/** Used to disable the auto-scrolling which keeps the cursor visible.

		If true (the default), the editor will scroll when the cursor moves offscreen. If
		set to false, it won't.
	*/
	void setScrollToShowCursor (bool shouldScrollToShowCursor);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void paintOverChildren (Graphics& g);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseDoubleClick (const MouseEvent& e);
	/** @internal */
	void mouseWheelMove (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	bool keyStateChanged (bool isKeyDown);
	/** @internal */
	void focusGained (FocusChangeType cause);
	/** @internal */
	void focusLost (FocusChangeType cause);
	/** @internal */
	void resized();
	/** @internal */
	void enablementChanged();
	/** @internal */
	void colourChanged();
	/** @internal */
	bool isTextInputActive() const;

	/** This adds the items to the popup menu.

		By default it adds the cut/copy/paste items, but you can override this if
		you need to replace these with your own items.

		If you want to add your own items to the existing ones, you can override this,
		call the base class's addPopupMenuItems() method, then append your own items.

		When the menu has been shown, performPopupMenuAction() will be called to
		perform the item that the user has chosen.

		The default menu items will be added using item IDs in the range
		0x7fff0000 - 0x7fff1000, so you should avoid those values for your own
		menu IDs.

		If this was triggered by a mouse-click, the mouseClickEvent parameter will be
		a pointer to the info about it, or may be null if the menu is being triggered
		by some other means.

		@see performPopupMenuAction, setPopupMenuEnabled, isPopupMenuEnabled
	*/
	virtual void addPopupMenuItems (PopupMenu& menuToAddTo,
									const MouseEvent* mouseClickEvent);

	/** This is called to perform one of the items that was shown on the popup menu.

		If you've overridden addPopupMenuItems(), you should also override this
		to perform the actions that you've added.

		If you've overridden addPopupMenuItems() but have still left the default items
		on the menu, remember to call the superclass's performPopupMenuAction()
		so that it can perform the default actions if that's what the user clicked on.

		@see addPopupMenuItems, setPopupMenuEnabled, isPopupMenuEnabled
	*/
	virtual void performPopupMenuAction (int menuItemID);

	juce_UseDebuggingNewOperator

protected:

	/** Scrolls the minimum distance needed to get the caret into view. */
	void scrollToMakeSureCursorIsVisible();

	/** @internal */
	void moveCaret (int newCaretPos);

	/** @internal */
	void moveCursorTo (int newPosition, bool isSelecting);

	/** Used internally to dispatch a text-change message. */
	void textChanged();

	/** Begins a new transaction in the UndoManager.
	*/
	void newTransaction();

	/** Used internally to trigger an undo or redo. */
	void doUndoRedo (bool isRedo);

	/** Can be overridden to intercept return key presses directly */
	virtual void returnPressed();

	/** Can be overridden to intercept escape key presses directly */
	virtual void escapePressed();

	/** @internal */
	void handleCommandMessage (int commandId);

private:

	class Iterator;
	class UniformTextSection;
	class TextHolderComponent;
	class InsertAction;
	class RemoveAction;
	friend class InsertAction;
	friend class RemoveAction;

	ScopedPointer <Viewport> viewport;
	TextHolderComponent* textHolder;
	BorderSize borderSize;

	bool readOnly		   : 1;
	bool multiline		  : 1;
	bool wordWrap		   : 1;
	bool returnKeyStartsNewLine	 : 1;
	bool caretVisible		   : 1;
	bool popupMenuEnabled	   : 1;
	bool selectAllTextWhenFocused   : 1;
	bool scrollbarVisible	   : 1;
	bool wasFocused		 : 1;
	bool caretFlashState		: 1;
	bool keepCursorOnScreen	 : 1;
	bool tabKeyUsed		 : 1;
	bool menuActive		 : 1;
	bool valueTextNeedsUpdating	 : 1;

	UndoManager undoManager;
	float cursorX, cursorY, cursorHeight;
	int maxTextLength;
	Range<int> selection;
	int leftIndent, topIndent;
	unsigned int lastTransactionTime;
	Font currentFont;
	mutable int totalNumChars;
	int caretPosition;
	Array <UniformTextSection*> sections;
	String textToShowWhenEmpty;
	Colour colourForTextWhenEmpty;
	juce_wchar passwordCharacter;
	Value textValue;

	enum
	{
		notDragging,
		draggingSelectionStart,
		draggingSelectionEnd
	} dragType;

	String allowedCharacters;
	ListenerList <Listener> listeners;

	void coalesceSimilarSections();
	void splitSection (int sectionIndex, int charToSplitAt);
	void clearInternal (UndoManager* um);
	void insert (const String& text, int insertIndex, const Font& font,
				 const Colour& colour, UndoManager* um, int caretPositionToMoveTo);
	void reinsert (int insertIndex, const Array <UniformTextSection*>& sections);
	void remove (const Range<int>& range, UndoManager* um, int caretPositionToMoveTo);
	void getCharPosition (int index, float& x, float& y, float& lineHeight) const;
	void updateCaretPosition();
	void textWasChangedByValue();
	int indexAtPosition (float x, float y);
	int findWordBreakAfter (int position) const;
	int findWordBreakBefore (int position) const;

	friend class TextHolderComponent;
	friend class TextEditorViewport;
	void drawContent (Graphics& g);
	void updateTextHolderSize();
	float getWordWrapWidth() const;
	void timerCallbackInt();
	void repaintCaret();
	void repaintText (const Range<int>& range);
	UndoManager* getUndoManager() throw();

	TextEditor (const TextEditor&);
	TextEditor& operator= (const TextEditor&);
};

/** This typedef is just for compatibility with old code - newer code should use the TextEditor::Listener class directly. */
typedef TextEditor::Listener TextEditorListener;

#endif   // __JUCE_TEXTEDITOR_JUCEHEADER__
/*** End of inlined file: juce_TextEditor.h ***/

/**
	A component that displays a text string, and can optionally become a text
	editor when clicked.
*/
class JUCE_API  Label  : public Component,
						 public SettableTooltipClient,
						 protected TextEditor::Listener,
						 private ComponentListener,
						 private Value::Listener
{
public:

	/** Creates a Label.

		@param componentName	the name to give the component
		@param labelText	the text to show in the label
	*/
	Label (const String& componentName = String::empty,
		   const String& labelText = String::empty);

	/** Destructor. */
	~Label();

	/** Changes the label text.

		If broadcastChangeMessage is true and the new text is different to the current
		text, then the class will broadcast a change message to any Label::Listener objects
		that are registered.
	*/
	void setText (const String& newText, bool broadcastChangeMessage);

	/** Returns the label's current text.

		@param returnActiveEditorContents   if this is true and the label is currently
											being edited, then this method will return the
											text as it's being shown in the editor. If false,
											then the value returned here won't be updated until
											the user has finished typing and pressed the return
											key.
	*/
	const String getText (bool returnActiveEditorContents = false) const;

	/** Returns the text content as a Value object.
		You can call Value::referTo() on this object to make the label read and control
		a Value object that you supply.
	*/
	Value& getTextValue()				   { return textValue; }

	/** Changes the font to use to draw the text.

		@see getFont
	*/
	void setFont (const Font& newFont);

	/** Returns the font currently being used.

		@see setFont
	*/
	const Font& getFont() const throw();

	/** A set of colour IDs to use to change the colour of various aspects of the label.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		Note that you can also use the constants from TextEditor::ColourIds to change the
		colour of the text editor that is opened when a label is editable.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	 = 0x1000280, /**< The background colour to fill the label with. */
		textColourId	   = 0x1000281, /**< The colour for the text. */
		outlineColourId	= 0x1000282  /**< An optional colour to use to draw a border around the label.
												 Leave this transparent to not have an outline. */
	};

	/** Sets the style of justification to be used for positioning the text.

		(The default is Justification::centredLeft)
	*/
	void setJustificationType (const Justification& justification);

	/** Returns the type of justification, as set in setJustificationType(). */
	const Justification getJustificationType() const throw()			{ return justification; }

	/** Changes the gap that is left between the edge of the component and the text.
		By default there's a small gap left at the sides of the component to allow for
		the drawing of the border, but you can change this if necessary.
	*/
	void setBorderSize (int horizontalBorder, int verticalBorder);

	/** Returns the size of the horizontal gap being left around the text.
	*/
	int getHorizontalBorderSize() const throw()				 { return horizontalBorderSize; }

	/** Returns the size of the vertical gap being left around the text.
	*/
	int getVerticalBorderSize() const throw()				   { return verticalBorderSize; }

	/** Makes this label "stick to" another component.

		This will cause the label to follow another component around, staying
		either to its left or above it.

		@param owner	the component to follow
		@param onLeft   if true, the label will stay on the left of its component; if
						false, it will stay above it.
	*/
	void attachToComponent (Component* owner, bool onLeft);

	/** If this label has been attached to another component using attachToComponent, this
		returns the other component.

		Returns 0 if the label is not attached.
	*/
	Component* getAttachedComponent() const;

	/** If the label is attached to the left of another component, this returns true.

		Returns false if the label is above the other component. This is only relevent if
		attachToComponent() has been called.
	*/
	bool isAttachedOnLeft() const throw()					   { return leftOfOwnerComp; }

	/** Specifies the minimum amount that the font can be squashed horizantally before it starts
		using ellipsis.

		@see Graphics::drawFittedText
	*/
	void setMinimumHorizontalScale (float newScale);

	float getMinimumHorizontalScale() const throw()				 { return minimumHorizontalScale; }

	/**
		A class for receiving events from a Label.

		You can register a Label::Listener with a Label using the Label::addListener()
		method, and it will be called when the text of the label changes, either because
		of a call to Label::setText() or by the user editing the text (if the label is
		editable).

		@see Label::addListener, Label::removeListener
	*/
	class JUCE_API  Listener
	{
	public:
		/** Destructor. */
		virtual ~Listener() {}

		/** Called when a Label's text has changed.
		*/
		virtual void labelTextChanged (Label* labelThatHasChanged) = 0;
	};

	/** Registers a listener that will be called when the label's text changes. */
	void addListener (Listener* listener);

	/** Deregisters a previously-registered listener. */
	void removeListener (Listener* listener);

	/** Makes the label turn into a TextEditor when clicked.

		By default this is turned off.

		If turned on, then single- or double-clicking will turn the label into
		an editor. If the user then changes the text, then the ChangeBroadcaster
		base class will be used to send change messages to any listeners that
		have registered.

		If the user changes the text, the textWasEdited() method will be called
		afterwards, and subclasses can override this if they need to do anything
		special.

		@param editOnSingleClick		if true, just clicking once on the label will start editing the text
		@param editOnDoubleClick		if true, a double-click is needed to start editing
		@param lossOfFocusDiscardsChanges   if true, clicking somewhere else while the text is being
											edited will discard any changes; if false, then this will
											commit the changes.
		@see showEditor, setEditorColours, TextEditor
	*/
	void setEditable (bool editOnSingleClick,
					  bool editOnDoubleClick = false,
					  bool lossOfFocusDiscardsChanges = false);

	/** Returns true if this option was set using setEditable(). */
	bool isEditableOnSingleClick() const throw()			{ return editSingleClick; }

	/** Returns true if this option was set using setEditable(). */
	bool isEditableOnDoubleClick() const throw()			{ return editDoubleClick; }

	/** Returns true if this option has been set in a call to setEditable(). */
	bool doesLossOfFocusDiscardChanges() const throw()		  { return lossOfFocusDiscardsChanges; }

	/** Returns true if the user can edit this label's text. */
	bool isEditable() const throw()					 { return editSingleClick || editDoubleClick; }

	/** Makes the editor appear as if the label had been clicked by the user.

		@see textWasEdited, setEditable
	*/
	void showEditor();

	/** Hides the editor if it was being shown.

		@param discardCurrentEditorContents	 if true, the label's text will be
												reset to whatever it was before the editor
												was shown; if false, the current contents of the
												editor will be used to set the label's text
												before it is hidden.
	*/
	void hideEditor (bool discardCurrentEditorContents);

	/** Returns true if the editor is currently focused and active. */
	bool isBeingEdited() const throw();

	juce_UseDebuggingNewOperator

protected:
	/** Creates the TextEditor component that will be used when the user has clicked on the label.
		Subclasses can override this if they need to customise this component in some way.
	*/
	virtual TextEditor* createEditorComponent();

	/** Called after the user changes the text. */
	virtual void textWasEdited();

	/** Called when the text has been altered. */
	virtual void textWasChanged();

	/** Called when the text editor has just appeared, due to a user click or other focus change. */
	virtual void editorShown (TextEditor* editorComponent);

	/** Called when the text editor is going to be deleted, after editing has finished. */
	virtual void editorAboutToBeHidden (TextEditor* editorComponent);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	void mouseDoubleClick (const MouseEvent& e);
	/** @internal */
	void componentMovedOrResized (Component& component, bool wasMoved, bool wasResized);
	/** @internal */
	void componentParentHierarchyChanged (Component& component);
	/** @internal */
	void componentVisibilityChanged (Component& component);
	/** @internal */
	void inputAttemptWhenModal();
	/** @internal */
	void focusGained (FocusChangeType);
	/** @internal */
	void enablementChanged();
	/** @internal */
	KeyboardFocusTraverser* createFocusTraverser();
	/** @internal */
	void textEditorTextChanged (TextEditor& editor);
	/** @internal */
	void textEditorReturnKeyPressed (TextEditor& editor);
	/** @internal */
	void textEditorEscapeKeyPressed (TextEditor& editor);
	/** @internal */
	void textEditorFocusLost (TextEditor& editor);
	/** @internal */
	void colourChanged();
	/** @internal */
	void valueChanged (Value&);

private:
	Value textValue;
	String lastTextValue;
	Font font;
	Justification justification;
	ScopedPointer <TextEditor> editor;
	ListenerList <Listener> listeners;
	Component::SafePointer<Component> ownerComponent;
	int horizontalBorderSize, verticalBorderSize;
	float minimumHorizontalScale;
	bool editSingleClick : 1;
	bool editDoubleClick : 1;
	bool lossOfFocusDiscardsChanges : 1;
	bool leftOfOwnerComp : 1;

	bool updateFromTextEditorContents();
	void callChangeListeners();

	Label (const Label&);
	Label& operator= (const Label&);
};

/** This typedef is just for compatibility with old code - newer code should use the Label::Listener class directly. */
typedef Label::Listener LabelListener;

#endif   // __JUCE_LABEL_JUCEHEADER__
/*** End of inlined file: juce_Label.h ***/

/**
	A component that lets the user choose from a drop-down list of choices.

	The combo-box has a list of text strings, each with an associated id number,
	that will be shown in the drop-down list when the user clicks on the component.

	The currently selected choice is displayed in the combo-box, and this can
	either be read-only text, or editable.

	To find out when the user selects a different item or edits the text, you
	can register a ComboBox::Listener to receive callbacks.

	@see ComboBox::Listener
*/
class JUCE_API  ComboBox  : public Component,
							public SettableTooltipClient,
							public LabelListener,  // (can't use Label::Listener due to idiotic VC2005 bug)
							public Value::Listener,
							private AsyncUpdater
{
public:

	/** Creates a combo-box.

		On construction, the text field will be empty, so you should call the
		setSelectedId() or setText() method to choose the initial value before
		displaying it.

		@param componentName	the name to set for the component (see Component::setName())
	*/
	explicit ComboBox (const String& componentName = String::empty);

	/** Destructor. */
	~ComboBox();

	/** Sets whether the test in the combo-box is editable.

		The default state for a new ComboBox is non-editable, and can only be changed
		by choosing from the drop-down list.
	*/
	void setEditableText (bool isEditable);

	/** Returns true if the text is directly editable.
		@see setEditableText
	*/
	bool isTextEditable() const throw();

	/** Sets the style of justification to be used for positioning the text.

		The default is Justification::centredLeft. The text is displayed using a
		Label component inside the ComboBox.
	*/
	void setJustificationType (const Justification& justification);

	/** Returns the current justification for the text box.
		@see setJustificationType
	*/
	const Justification getJustificationType() const throw();

	/** Adds an item to be shown in the drop-down list.

		@param newItemText	  the text of the item to show in the list
		@param newItemId	an associated ID number that can be set or retrieved - see
								getSelectedId() and setSelectedId(). Note that this value can not
								be 0!
		@see setItemEnabled, addSeparator, addSectionHeading, removeItem, getNumItems, getItemText, getItemId
	*/
	void addItem (const String& newItemText, int newItemId);

	/** Adds a separator line to the drop-down list.

		This is like adding a separator to a popup menu. See PopupMenu::addSeparator().
	*/
	void addSeparator();

	/** Adds a heading to the drop-down list, so that you can group the items into
		different sections.

		The headings are indented slightly differently to set them apart from the
		items on the list, and obviously can't be selected. You might want to add
		separators between your sections too.

		@see addItem, addSeparator
	*/
	void addSectionHeading (const String& headingName);

	/** This allows items in the drop-down list to be selectively disabled.

		When you add an item, it's enabled by default, but you can call this
		method to change its status.

		If you disable an item which is already selected, this won't change the
		current selection - it just stops the user choosing that item from the list.
	*/
	void setItemEnabled (int itemId, bool shouldBeEnabled);

	/** Changes the text for an existing item.
	*/
	void changeItemText (int itemId, const String& newText);

	/** Removes all the items from the drop-down list.

		If this call causes the content to be cleared, then a change-message
		will be broadcast unless dontSendChangeMessage is true.

		@see addItem, removeItem, getNumItems
	*/
	void clear (bool dontSendChangeMessage = false);

	/** Returns the number of items that have been added to the list.

		Note that this doesn't include headers or separators.
	*/
	int getNumItems() const throw();

	/** Returns the text for one of the items in the list.

		Note that this doesn't include headers or separators.

		@param index	the item's index from 0 to (getNumItems() - 1)
	*/
	const String getItemText (int index) const;

	/** Returns the ID for one of the items in the list.

		Note that this doesn't include headers or separators.

		@param index	the item's index from 0 to (getNumItems() - 1)
	*/
	int getItemId (int index) const throw();

	/** Returns the index in the list of a particular item ID.
		If no such ID is found, this will return -1.
	*/
	int indexOfItemId (int itemId) const throw();

	/** Returns the ID of the item that's currently shown in the box.

		If no item is selected, or if the text is editable and the user
		has entered something which isn't one of the items in the list, then
		this will return 0.

		@see setSelectedId, getSelectedItemIndex, getText
	*/
	int getSelectedId() const throw();

	/** Returns a Value object that can be used to get or set the selected item's ID.

		You can call Value::referTo() on this object to make the combo box control
		another Value object.
	*/
	Value& getSelectedIdAsValue()			   { return currentId; }

	/** Sets one of the items to be the current selection.

		This will set the ComboBox's text to that of the item that matches
		this ID.

		@param newItemId		the new item to select
		@param dontSendChangeMessage	if set to true, this method won't trigger a
										change notification
		@see getSelectedId, setSelectedItemIndex, setText
	*/
	void setSelectedId (int newItemId, bool dontSendChangeMessage = false);

	/** Returns the index of the item that's currently shown in the box.

		If no item is selected, or if the text is editable and the user
		has entered something which isn't one of the items in the list, then
		this will return -1.

		@see setSelectedItemIndex, getSelectedId, getText
	*/
	int getSelectedItemIndex() const;

	/** Sets one of the items to be the current selection.

		This will set the ComboBox's text to that of the item at the given
		index in the list.

		@param newItemIndex		 the new item to select
		@param dontSendChangeMessage	if set to true, this method won't trigger a
										change notification
		@see getSelectedItemIndex, setSelectedId, setText
	*/
	void setSelectedItemIndex (int newItemIndex, bool dontSendChangeMessage = false);

	/** Returns the text that is currently shown in the combo-box's text field.

		If the ComboBox has editable text, then this text may have been edited
		by the user; otherwise it will be one of the items from the list, or
		possibly an empty string if nothing was selected.

		@see setText, getSelectedId, getSelectedItemIndex
	*/
	const String getText() const;

	/** Sets the contents of the combo-box's text field.

		The text passed-in will be set as the current text regardless of whether
		it is one of the items in the list. If the current text isn't one of the
		items, then getSelectedId() will return -1, otherwise it wil return
		the approriate ID.

		@param newText		  the text to select
		@param dontSendChangeMessage	if set to true, this method won't trigger a
										change notification
		@see getText
	*/
	void setText (const String& newText, bool dontSendChangeMessage = false);

	/** Programmatically opens the text editor to allow the user to edit the current item.

		This is the same effect as when the box is clicked-on.
		@see Label::showEditor();
	*/
	void showEditor();

	/** Pops up the combo box's list. */
	void showPopup();

	/**
		A class for receiving events from a ComboBox.

		You can register a ComboBox::Listener with a ComboBox using the ComboBox::addListener()
		method, and it will be called when the selected item in the box changes.

		@see ComboBox::addListener, ComboBox::removeListener
	*/
	class JUCE_API  Listener
	{
	public:
		/** Destructor. */
		virtual ~Listener() {}

		/** Called when a ComboBox has its selected item changed. */
		virtual void comboBoxChanged (ComboBox* comboBoxThatHasChanged) = 0;
	};

	/** Registers a listener that will be called when the box's content changes. */
	void addListener (Listener* listener);

	/** Deregisters a previously-registered listener. */
	void removeListener (Listener* listener);

	/** Sets a message to display when there is no item currently selected.

		@see getTextWhenNothingSelected
	*/
	void setTextWhenNothingSelected (const String& newMessage);

	/** Returns the text that is shown when no item is selected.

		@see setTextWhenNothingSelected
	*/
	const String getTextWhenNothingSelected() const;

	/** Sets the message to show when there are no items in the list, and the user clicks
		on the drop-down box.

		By default it just says "no choices", but this lets you change it to something more
		meaningful.
	*/
	void setTextWhenNoChoicesAvailable (const String& newMessage);

	/** Returns the text shown when no items have been added to the list.
		@see setTextWhenNoChoicesAvailable
	*/
	const String getTextWhenNoChoicesAvailable() const;

	/** Gives the ComboBox a tooltip. */
	void setTooltip (const String& newTooltip);

	/** A set of colour IDs to use to change the colour of various aspects of the combo box.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		To change the colours of the menu that pops up

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId  = 0x1000b00,	/**< The background colour to fill the box with. */
		textColourId	= 0x1000a00,	/**< The colour for the text in the box. */
		outlineColourId	 = 0x1000c00,	/**< The colour for an outline around the box. */
		buttonColourId	  = 0x1000d00,	/**< The base colour for the button (a LookAndFeel class will probably use variations on this). */
		arrowColourId	   = 0x1000e00,	/**< The colour for the arrow shape that pops up the menu */
	};

	/** @internal */
	void labelTextChanged (Label*);
	/** @internal */
	void enablementChanged();
	/** @internal */
	void colourChanged();
	/** @internal */
	void focusGained (Component::FocusChangeType cause);
	/** @internal */
	void focusLost (Component::FocusChangeType cause);
	/** @internal */
	void handleAsyncUpdate();
	/** @internal */
	const String getTooltip()					   { return label->getTooltip(); }
	/** @internal */
	void mouseDown (const MouseEvent&);
	/** @internal */
	void mouseDrag (const MouseEvent&);
	/** @internal */
	void mouseUp (const MouseEvent&);
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	void paint (Graphics&);
	/** @internal */
	void resized();
	/** @internal */
	bool keyStateChanged (bool isKeyDown);
	/** @internal */
	bool keyPressed (const KeyPress&);
	/** @internal */
	void valueChanged (Value&);

	juce_UseDebuggingNewOperator

private:
	struct ItemInfo
	{
		String name;
		int itemId;
		bool isEnabled : 1, isHeading : 1;

		bool isSeparator() const throw();
		bool isRealItem() const throw();
	};

	class Callback;
	friend class Callback;

	OwnedArray <ItemInfo> items;
	Value currentId;
	int lastCurrentId;
	bool isButtonDown, separatorPending, menuActive, textIsCustom;
	ListenerList <Listener> listeners;
	ScopedPointer<Label> label;
	String textWhenNothingSelected, noChoicesMessage;

	ItemInfo* getItemForId (int itemId) const throw();
	ItemInfo* getItemForIndex (int index) const throw();

	ComboBox (const ComboBox&);
	ComboBox& operator= (const ComboBox&);
};

/** This typedef is just for compatibility with old code - newer code should use the ComboBox::Listener class directly. */
typedef ComboBox::Listener ComboBoxListener;

#endif   // __JUCE_COMBOBOX_JUCEHEADER__
/*** End of inlined file: juce_ComboBox.h ***/

/**
	Manages the state of some audio and midi i/o devices.

	This class keeps tracks of a currently-selected audio device, through
	with which it continuously streams data from an audio callback, as well as
	one or more midi inputs.

	The idea is that your application will create one global instance of this object,
	and let it take care of creating and deleting specific types of audio devices
	internally. So when the device is changed, your callbacks will just keep running
	without having to worry about this.

	The manager can save and reload all of its device settings as XML, which
	makes it very easy for you to save and reload the audio setup of your
	application.

	And to make it easy to let the user change its settings, there's a component
	to do just that - the AudioDeviceSelectorComponent class, which contains a set of
	device selection/sample-rate/latency controls.

	To use an AudioDeviceManager, create one, and use initialise() to set it up. Then
	call addAudioCallback() to register your audio callback with it, and use that to process
	your audio data.

	The manager also acts as a handy hub for incoming midi messages, allowing a
	listener to register for messages from either a specific midi device, or from whatever
	the current default midi input device is. The listener then doesn't have to worry about
	re-registering with different midi devices if they are changed or deleted.

	And yet another neat trick is that amount of CPU time being used is measured and
	available with the getCpuUsage() method.

	The AudioDeviceManager is a ChangeBroadcaster, and will send a change message to
	listeners whenever one of its settings is changed.

	@see AudioDeviceSelectorComponent, AudioIODevice, AudioIODeviceType
*/
class JUCE_API  AudioDeviceManager  : public ChangeBroadcaster
{
public:

	/** Creates a default AudioDeviceManager.

		Initially no audio device will be selected. You should call the initialise() method
		and register an audio callback with setAudioCallback() before it'll be able to
		actually make any noise.
	*/
	AudioDeviceManager();

	/** Destructor. */
	~AudioDeviceManager();

	/**
		This structure holds a set of properties describing the current audio setup.

		An AudioDeviceManager uses this class to save/load its current settings, and to
		specify your preferred options when opening a device.

		@see AudioDeviceManager::setAudioDeviceSetup(), AudioDeviceManager::initialise()
	*/
	struct JUCE_API  AudioDeviceSetup
	{
		/** Creates an AudioDeviceSetup object.

			The default constructor sets all the member variables to indicate default values.
			You can then fill-in any values you want to before passing the object to
			AudioDeviceManager::initialise().
		*/
		AudioDeviceSetup();

		bool operator== (const AudioDeviceSetup& other) const;

		/** The name of the audio device used for output.
			The name has to be one of the ones listed by the AudioDeviceManager's currently
			selected device type.
			This may be the same as the input device.
			An empty string indicates the default device.
		*/
		String outputDeviceName;

		/** The name of the audio device used for input.
			This may be the same as the output device.
			An empty string indicates the default device.
		*/
		String inputDeviceName;

		/** The current sample rate.
			This rate is used for both the input and output devices.
			A value of 0 indicates the default rate.
		*/
		double sampleRate;

		/** The buffer size, in samples.
			This buffer size is used for both the input and output devices.
			A value of 0 indicates the default buffer size.
		*/
		int bufferSize;

		/** The set of active input channels.
			The bits that are set in this array indicate the channels of the
			input device that are active.
			If useDefaultInputChannels is true, this value is ignored.
		*/
		BigInteger inputChannels;

		/** If this is true, it indicates that the inputChannels array
			should be ignored, and instead, the device's default channels
			should be used.
		*/
		bool useDefaultInputChannels;

		/** The set of active output channels.
			The bits that are set in this array indicate the channels of the
			input device that are active.
			If useDefaultOutputChannels is true, this value is ignored.
		*/
		BigInteger outputChannels;

		/** If this is true, it indicates that the outputChannels array
			should be ignored, and instead, the device's default channels
			should be used.
		*/
		bool useDefaultOutputChannels;
	};

	/** Opens a set of audio devices ready for use.

		This will attempt to open either a default audio device, or one that was
		previously saved as XML.

		@param numInputChannelsNeeded	   a minimum number of input channels needed
											by your app.
		@param numOutputChannelsNeeded	  a minimum number of output channels to open
		@param savedState		   either a previously-saved state that was produced
											by createStateXml(), or 0 if you want the manager
											to choose the best device to open.
		@param selectDefaultDeviceOnFailure if true, then if the device specified in the XML
											fails to open, then a default device will be used
											instead. If false, then on failure, no device is
											opened.
		@param preferredDefaultDeviceName   if this is not empty, and there's a device with this
											name, then that will be used as the default device
											(assuming that there wasn't one specified in the XML).
											The string can actually be a simple wildcard, containing "*"
											and "?" characters
		@param preferredSetupOptions	if this is non-null, the structure will be used as the
											set of preferred settings when opening the device. If you
											use this parameter, the preferredDefaultDeviceName
											field will be ignored

		@returns an error message if anything went wrong, or an empty string if it worked ok.
	*/
	const String initialise (int numInputChannelsNeeded,
							 int numOutputChannelsNeeded,
							 const XmlElement* savedState,
							 bool selectDefaultDeviceOnFailure,
							 const String& preferredDefaultDeviceName = String::empty,
							 const AudioDeviceSetup* preferredSetupOptions = 0);

	/** Returns some XML representing the current state of the manager.

		This stores the current device, its samplerate, block size, etc, and
		can be restored later with initialise().
	*/
	XmlElement* createStateXml() const;

	/** Returns the current device properties that are in use.

		@see setAudioDeviceSetup
	*/
	void getAudioDeviceSetup (AudioDeviceSetup& setup);

	/** Changes the current device or its settings.

		If you want to change a device property, like the current sample rate or
		block size, you can call getAudioDeviceSetup() to retrieve the current
		settings, then tweak the appropriate fields in the AudioDeviceSetup structure,
		and pass it back into this method to apply the new settings.

		@param newSetup		 the settings that you'd like to use
		@param treatAsChosenDevice  if this is true and if the device opens correctly, these new
									settings will be taken as having been explicitly chosen by the
									user, and the next time createStateXml() is called, these settings
									will be returned. If it's false, then the device is treated as a
									temporary or default device, and a call to createStateXml() will
									return either the last settings that were made with treatAsChosenDevice
									as true, or the last XML settings that were passed into initialise().
		@returns an error message if anything went wrong, or an empty string if it worked ok.

		@see getAudioDeviceSetup
	*/
	const String setAudioDeviceSetup (const AudioDeviceSetup& newSetup,
									  bool treatAsChosenDevice);

	/** Returns the currently-active audio device. */
	AudioIODevice* getCurrentAudioDevice() const throw()		{ return currentAudioDevice; }

	/** Returns the type of audio device currently in use.
		@see setCurrentAudioDeviceType
	*/
	const String getCurrentAudioDeviceType() const			  { return currentDeviceType; }

	/** Returns the currently active audio device type object.
		Don't keep a copy of this pointer - it's owned by the device manager and could
		change at any time.
	*/
	AudioIODeviceType* getCurrentDeviceTypeObject() const;

	/** Changes the class of audio device being used.

		This switches between, e.g. ASIO and DirectSound. On the Mac you probably won't ever call
		this because there's only one type: CoreAudio.

		For a list of types, see getAvailableDeviceTypes().
	*/
	void setCurrentAudioDeviceType (const String& type,
									bool treatAsChosenDevice);

	/** Closes the currently-open device.

		You can call restartLastAudioDevice() later to reopen it in the same state
		that it was just in.
	*/
	void closeAudioDevice();

	/** Tries to reload the last audio device that was running.

		Note that this only reloads the last device that was running before
		closeAudioDevice() was called - it doesn't reload any kind of saved-state,
		and can only be called after a device has been opened with SetAudioDevice().

		If a device is already open, this call will do nothing.
	*/
	void restartLastAudioDevice();

	/** Registers an audio callback to be used.

		The manager will redirect callbacks from whatever audio device is currently
		in use to all registered callback objects. If more than one callback is
		active, they will all be given the same input data, and their outputs will
		be summed.

		If necessary, this method will invoke audioDeviceAboutToStart() on the callback
		object before returning.

		To remove a callback, use removeAudioCallback().
	*/
	void addAudioCallback (AudioIODeviceCallback* newCallback);

	/** Deregisters a previously added callback.

		If necessary, this method will invoke audioDeviceStopped() on the callback
		object before returning.

		@see addAudioCallback
	*/
	void removeAudioCallback (AudioIODeviceCallback* callback);

	/** Returns the average proportion of available CPU being spent inside the audio callbacks.

		Returns a value between 0 and 1.0
	*/
	double getCpuUsage() const;

	/** Enables or disables a midi input device.

		The list of devices can be obtained with the MidiInput::getDevices() method.

		Any incoming messages from enabled input devices will be forwarded on to all the
		listeners that have been registered with the addMidiInputCallback() method. They
		can either register for messages from a particular device, or from just the
		"default" midi input.

		Routing the midi input via an AudioDeviceManager means that when a listener
		registers for the default midi input, this default device can be changed by the
		manager without the listeners having to know about it or re-register.

		It also means that a listener can stay registered for a midi input that is disabled
		or not present, so that when the input is re-enabled, the listener will start
		receiving messages again.

		@see addMidiInputCallback, isMidiInputEnabled
	*/
	void setMidiInputEnabled (const String& midiInputDeviceName,
							  bool enabled);

	/** Returns true if a given midi input device is being used.

		@see setMidiInputEnabled
	*/
	bool isMidiInputEnabled (const String& midiInputDeviceName) const;

	/** Registers a listener for callbacks when midi events arrive from a midi input.

		The device name can be empty to indicate that it wants events from whatever the
		current "default" device is. Or it can be the name of one of the midi input devices
		(see MidiInput::getDevices() for the names).

		Only devices which are enabled (see the setMidiInputEnabled() method) will have their
		events forwarded on to listeners.
	*/
	void addMidiInputCallback (const String& midiInputDeviceName,
							   MidiInputCallback* callback);

	/** Removes a listener that was previously registered with addMidiInputCallback().
	*/
	void removeMidiInputCallback (const String& midiInputDeviceName,
								  MidiInputCallback* callback);

	/** Sets a midi output device to use as the default.

		The list of devices can be obtained with the MidiOutput::getDevices() method.

		The specified device will be opened automatically and can be retrieved with the
		getDefaultMidiOutput() method.

		Pass in an empty string to deselect all devices. For the default device, you
		can use MidiOutput::getDevices() [MidiOutput::getDefaultDeviceIndex()].

		@see getDefaultMidiOutput, getDefaultMidiOutputName
	*/
	void setDefaultMidiOutput (const String& deviceName);

	/** Returns the name of the default midi output.

		@see setDefaultMidiOutput, getDefaultMidiOutput
	*/
	const String getDefaultMidiOutputName() const		   { return defaultMidiOutputName; }

	/** Returns the current default midi output device.

		If no device has been selected, or the device can't be opened, this will
		return 0.

		@see getDefaultMidiOutputName
	*/
	MidiOutput* getDefaultMidiOutput() const throw()		{ return defaultMidiOutput; }

	/** Returns a list of the types of device supported.
	*/
	const OwnedArray <AudioIODeviceType>& getAvailableDeviceTypes();

	/** Creates a list of available types.

		This will add a set of new AudioIODeviceType objects to the specified list, to
		represent each available types of device.

		You can override this if your app needs to do something specific, like avoid
		using DirectSound devices, etc.
	*/
	virtual void createAudioDeviceTypes (OwnedArray <AudioIODeviceType>& types);

	/** Plays a beep through the current audio device.

		This is here to allow the audio setup UI panels to easily include a "test"
		button so that the user can check where the audio is coming from.
	*/
	void playTestSound();

	/** Turns on level-measuring.

		When enabled, the device manager will measure the peak input level
		across all channels, and you can get this level by calling getCurrentInputLevel().

		This is mainly intended for audio setup UI panels to use to create a mic
		level display, so that the user can check that they've selected the right
		device.

		A simple filter is used to make the level decay smoothly, but this is
		only intended for giving rough feedback, and not for any kind of accurate
		measurement.
	*/
	void enableInputLevelMeasurement (bool enableMeasurement);

	/** Returns the current input level.

		To use this, you must first enable it by calling enableInputLevelMeasurement().

		See enableInputLevelMeasurement() for more info.
	*/
	double getCurrentInputLevel() const;

	/** Returns the a lock that can be used to synchronise access to the audio callback.
		Obviously while this is locked, you're blocking the audio thread from running, so
		it must only be used for very brief periods when absolutely necessary.
	*/
	CriticalSection& getAudioCallbackLock() throw()	 { return audioCallbackLock; }

	/** Returns the a lock that can be used to synchronise access to the midi callback.
		Obviously while this is locked, you're blocking the midi system from running, so
		it must only be used for very brief periods when absolutely necessary.
	*/
	CriticalSection& getMidiCallbackLock() throw()	  { return midiCallbackLock; }

	juce_UseDebuggingNewOperator

private:

	OwnedArray <AudioIODeviceType> availableDeviceTypes;
	OwnedArray <AudioDeviceSetup> lastDeviceTypeConfigs;

	AudioDeviceSetup currentSetup;
	ScopedPointer <AudioIODevice> currentAudioDevice;
	SortedSet <AudioIODeviceCallback*> callbacks;
	int numInputChansNeeded, numOutputChansNeeded;
	String currentDeviceType;
	BigInteger inputChannels, outputChannels;
	ScopedPointer <XmlElement> lastExplicitSettings;
	mutable bool listNeedsScanning;
	bool useInputNames;
	int inputLevelMeasurementEnabledCount;
	double inputLevel;
	ScopedPointer <AudioSampleBuffer> testSound;
	int testSoundPosition;
	AudioSampleBuffer tempBuffer;

	StringArray midiInsFromXml;
	OwnedArray <MidiInput> enabledMidiInputs;
	Array <MidiInputCallback*> midiCallbacks;
	Array <MidiInput*> midiCallbackDevices;
	String defaultMidiOutputName;
	ScopedPointer <MidiOutput> defaultMidiOutput;
	CriticalSection audioCallbackLock, midiCallbackLock;

	double cpuUsageMs, timeToCpuScale;

	class CallbackHandler  : public AudioIODeviceCallback,
							 public MidiInputCallback
	{
	public:
		AudioDeviceManager* owner;

		void audioDeviceIOCallback (const float** inputChannelData,
									int totalNumInputChannels,
									float** outputChannelData,
									int totalNumOutputChannels,
									int numSamples);

		void audioDeviceAboutToStart (AudioIODevice*);

		void audioDeviceStopped();

		void handleIncomingMidiMessage (MidiInput* source, const MidiMessage& message);
	};

	CallbackHandler callbackHandler;
	friend class CallbackHandler;

	void audioDeviceIOCallbackInt (const float** inputChannelData,
								   int totalNumInputChannels,
								   float** outputChannelData,
								   int totalNumOutputChannels,
								   int numSamples);
	void audioDeviceAboutToStartInt (AudioIODevice* device);
	void audioDeviceStoppedInt();

	void handleIncomingMidiMessageInt (MidiInput* source, const MidiMessage& message);

	const String restartDevice (int blockSizeToUse, double sampleRateToUse,
								const BigInteger& ins, const BigInteger& outs);
	void stopDevice();

	void updateXml();

	void createDeviceTypesIfNeeded();
	void scanDevicesIfNeeded();
	void deleteCurrentDevice();
	double chooseBestSampleRate (double preferred) const;
	int chooseBestBufferSize (int preferred) const;
	void insertDefaultDeviceNames (AudioDeviceSetup& setup) const;

	AudioIODeviceType* findType (const String& inputName, const String& outputName);

	AudioDeviceManager (const AudioDeviceManager&);
	AudioDeviceManager& operator= (const AudioDeviceManager&);
};

#endif   // __JUCE_AUDIODEVICEMANAGER_JUCEHEADER__
/*** End of inlined file: juce_AudioDeviceManager.h ***/


#endif
#ifndef __JUCE_AUDIOIODEVICE_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOIODEVICETYPE_JUCEHEADER__

#endif
#ifndef __JUCE_MIDIINPUT_JUCEHEADER__

#endif
#ifndef __JUCE_MIDIOUTPUT_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIODATACONVERTERS_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOSAMPLEBUFFER_JUCEHEADER__

#endif
#ifndef __JUCE_IIRFILTER_JUCEHEADER__

#endif
#ifndef __JUCE_MIDIBUFFER_JUCEHEADER__

#endif
#ifndef __JUCE_MIDIFILE_JUCEHEADER__

/*** Start of inlined file: juce_MidiFile.h ***/
#ifndef __JUCE_MIDIFILE_JUCEHEADER__
#define __JUCE_MIDIFILE_JUCEHEADER__


/*** Start of inlined file: juce_MidiMessageSequence.h ***/
#ifndef __JUCE_MIDIMESSAGESEQUENCE_JUCEHEADER__
#define __JUCE_MIDIMESSAGESEQUENCE_JUCEHEADER__

/**
	A sequence of timestamped midi messages.

	This allows the sequence to be manipulated, and also to be read from and
	written to a standard midi file.

	@see MidiMessage, MidiFile
*/
class JUCE_API  MidiMessageSequence
{
public:

	/** Creates an empty midi sequence object. */
	MidiMessageSequence();

	/** Creates a copy of another sequence. */
	MidiMessageSequence (const MidiMessageSequence& other);

	/** Replaces this sequence with another one. */
	MidiMessageSequence& operator= (const MidiMessageSequence& other);

	/** Destructor. */
	~MidiMessageSequence();

	/** Structure used to hold midi events in the sequence.

		These structures act as 'handles' on the events as they are moved about in
		the list, and make it quick to find the matching note-offs for note-on events.

		@see MidiMessageSequence::getEventPointer
	*/
	class MidiEventHolder
	{
	public:

		/** Destructor. */
		~MidiEventHolder();

		/** The message itself, whose timestamp is used to specify the event's time.
		*/
		MidiMessage message;

		/** The matching note-off event (if this is a note-on event).

			If this isn't a note-on, this pointer will be null.

			Use the MidiMessageSequence::updateMatchedPairs() method to keep these
			note-offs up-to-date after events have been moved around in the sequence
			or deleted.
		*/
		MidiEventHolder* noteOffObject;

		juce_UseDebuggingNewOperator

	private:
		friend class MidiMessageSequence;
		MidiEventHolder (const MidiMessage& message);
	};

	/** Clears the sequence. */
	void clear();

	/** Returns the number of events in the sequence. */
	int getNumEvents() const;

	/** Returns a pointer to one of the events. */
	MidiEventHolder* getEventPointer (int index) const;

	/** Returns the time of the note-up that matches the note-on at this index.

		If the event at this index isn't a note-on, it'll just return 0.

		@see MidiMessageSequence::MidiEventHolder::noteOffObject
	*/
	double getTimeOfMatchingKeyUp (int index) const;

	/** Returns the index of the note-up that matches the note-on at this index.

		If the event at this index isn't a note-on, it'll just return -1.

		@see MidiMessageSequence::MidiEventHolder::noteOffObject
	*/
	int getIndexOfMatchingKeyUp (int index) const;

	/** Returns the index of an event. */
	int getIndexOf (MidiEventHolder* event) const;

	/** Returns the index of the first event on or after the given timestamp.

		If the time is beyond the end of the sequence, this will return the
		number of events.
	*/
	int getNextIndexAtTime (double timeStamp) const;

	/** Returns the timestamp of the first event in the sequence.

		@see getEndTime
	*/
	double getStartTime() const;

	/** Returns the timestamp of the last event in the sequence.

		@see getStartTime
	*/
	double getEndTime() const;

	/** Returns the timestamp of the event at a given index.

		If the index is out-of-range, this will return 0.0
	*/
	double getEventTime (int index) const;

	/** Inserts a midi message into the sequence.

		The index at which the new message gets inserted will depend on its timestamp,
		because the sequence is kept sorted.

		Remember to call updateMatchedPairs() after adding note-on events.

		@param newMessage	   the new message to add (an internal copy will be made)
		@param timeAdjustment   an optional value to add to the timestamp of the message
								that will be inserted
		@see updateMatchedPairs
	*/
	void addEvent (const MidiMessage& newMessage,
				   double timeAdjustment = 0);

	/** Deletes one of the events in the sequence.

		Remember to call updateMatchedPairs() after removing events.

		@param index		 the index of the event to delete
		@param deleteMatchingNoteUp  whether to also remove the matching note-off
									 if the event you're removing is a note-on
	*/
	void deleteEvent (int index, bool deleteMatchingNoteUp);

	/** Merges another sequence into this one.

		Remember to call updateMatchedPairs() after using this method.

		@param other			the sequence to add from
		@param timeAdjustmentDelta	  an amount to add to the timestamps of the midi events
										as they are read from the other sequence
		@param firstAllowableDestTime   events will not be added if their time is earlier
										than this time. (This is after their time has been adjusted
										by the timeAdjustmentDelta)
		@param endOfAllowableDestTimes  events will not be added if their time is equal to
										or greater than this time. (This is after their time has
										been adjusted by the timeAdjustmentDelta)
	*/
	void addSequence (const MidiMessageSequence& other,
					  double timeAdjustmentDelta,
					  double firstAllowableDestTime,
					  double endOfAllowableDestTimes);

	/** Makes sure all the note-on and note-off pairs are up-to-date.

		Call this after moving messages about or deleting/adding messages, and it
		will scan the list and make sure all the note-offs in the MidiEventHolder
		structures are pointing at the correct ones.
	*/
	void updateMatchedPairs();

	/** Copies all the messages for a particular midi channel to another sequence.

		@param channelNumberToExtract   the midi channel to look for, in the range 1 to 16
		@param destSequence		 the sequence that the chosen events should be copied to
		@param alsoIncludeMetaEvents	if true, any meta-events (which don't apply to a specific
										channel) will also be copied across.
		@see extractSysExMessages
	*/
	void extractMidiChannelMessages (int channelNumberToExtract,
									 MidiMessageSequence& destSequence,
									 bool alsoIncludeMetaEvents) const;

	/** Copies all midi sys-ex messages to another sequence.

		@param destSequence	 this is the sequence to which any sys-exes in this sequence
								will be added
		@see extractMidiChannelMessages
	*/
	void extractSysExMessages (MidiMessageSequence& destSequence) const;

	/** Removes any messages in this sequence that have a specific midi channel.

		@param channelNumberToRemove	the midi channel to look for, in the range 1 to 16
	*/
	void deleteMidiChannelMessages (int channelNumberToRemove);

	/** Removes any sys-ex messages from this sequence.
	*/
	void deleteSysExMessages();

	/** Adds an offset to the timestamps of all events in the sequence.

		@param deltaTime	the amount to add to each timestamp.
	*/
	void addTimeToMessages (double deltaTime);

	/** Scans through the sequence to determine the state of any midi controllers at
		a given time.

		This will create a sequence of midi controller changes that can be
		used to set all midi controllers to the state they would be in at the
		specified time within this sequence.

		As well as controllers, it will also recreate the midi program number
		and pitch bend position.

		@param channelNumber	the midi channel to look for, in the range 1 to 16. Controllers
								for other channels will be ignored.
		@param time		 the time at which you want to find out the state - there are
								no explicit units for this time measurement, it's the same units
								as used for the timestamps of the messages
		@param resultMessages   an array to which midi controller-change messages will be added. This
								will be the minimum number of controller changes to recreate the
								state at the required time.
	*/
	void createControllerUpdatesForTime (int channelNumber, double time,
										 OwnedArray<MidiMessage>& resultMessages);

	/** Swaps this sequence with another one. */
	void swapWith (MidiMessageSequence& other) throw();

	juce_UseDebuggingNewOperator

	/** @internal */
	static int compareElements (const MidiMessageSequence::MidiEventHolder* first,
								const MidiMessageSequence::MidiEventHolder* second) throw();

private:

	friend class MidiFile;
	OwnedArray <MidiEventHolder> list;

	void sort();
};

#endif   // __JUCE_MIDIMESSAGESEQUENCE_JUCEHEADER__
/*** End of inlined file: juce_MidiMessageSequence.h ***/

/**
	Reads/writes standard midi format files.

	To read a midi file, create a MidiFile object and call its readFrom() method. You
	can then get the individual midi tracks from it using the getTrack() method.

	To write a file, create a MidiFile object, add some MidiMessageSequence objects
	to it using the addTrack() method, and then call its writeTo() method to stream
	it out.

	@see MidiMessageSequence
*/
class JUCE_API  MidiFile
{
public:

	/** Creates an empty MidiFile object.
	*/
	MidiFile();

	/** Destructor. */
	~MidiFile();

	/** Returns the number of tracks in the file.

		@see getTrack, addTrack
	*/
	int getNumTracks() const throw();

	/** Returns a pointer to one of the tracks in the file.

		@returns a pointer to the track, or 0 if the index is out-of-range
		@see getNumTracks, addTrack
	*/
	const MidiMessageSequence* getTrack (int index) const throw();

	/** Adds a midi track to the file.

		This will make its own internal copy of the sequence that is passed-in.

		@see getNumTracks, getTrack
	*/
	void addTrack (const MidiMessageSequence& trackSequence);

	/** Removes all midi tracks from the file.

		@see getNumTracks
	*/
	void clear();

	/** Returns the raw time format code that will be written to a stream.

		After reading a midi file, this method will return the time-format that
		was read from the file's header. It can be changed using the setTicksPerQuarterNote()
		or setSmpteTimeFormat() methods.

		If the value returned is positive, it indicates the number of midi ticks
		per quarter-note - see setTicksPerQuarterNote().

		It it's negative, the upper byte indicates the frames-per-second (but negative), and
		the lower byte is the number of ticks per frame - see setSmpteTimeFormat().
	*/
	short getTimeFormat() const throw();

	/** Sets the time format to use when this file is written to a stream.

		If this is called, the file will be written as bars/beats using the
		specified resolution, rather than SMPTE absolute times, as would be
		used if setSmpteTimeFormat() had been called instead.

		@param ticksPerQuarterNote  e.g. 96, 960
		@see setSmpteTimeFormat
	*/
	void setTicksPerQuarterNote (int ticksPerQuarterNote) throw();

	/** Sets the time format to use when this file is written to a stream.

		If this is called, the file will be written using absolute times, rather
		than bars/beats as would be the case if setTicksPerBeat() had been called
		instead.

		@param framesPerSecond	  must be 24, 25, 29 or 30
		@param subframeResolution   the sub-second resolution, e.g. 4 (midi time code),
									8, 10, 80 (SMPTE bit resolution), or 100. For millisecond
									timing, setSmpteTimeFormat (25, 40)
		@see setTicksPerBeat
	*/
	void setSmpteTimeFormat (int framesPerSecond,
							 int subframeResolution) throw();

	/** Makes a list of all the tempo-change meta-events from all tracks in the midi file.

		Useful for finding the positions of all the tempo changes in a file.

		@param tempoChangeEvents	a list to which all the events will be added
	*/
	void findAllTempoEvents (MidiMessageSequence& tempoChangeEvents) const;

	/** Makes a list of all the time-signature meta-events from all tracks in the midi file.

		Useful for finding the positions of all the tempo changes in a file.

		@param timeSigEvents	a list to which all the events will be added
	*/
	void findAllTimeSigEvents (MidiMessageSequence& timeSigEvents) const;

	/** Returns the latest timestamp in any of the tracks.

		(Useful for finding the length of the file).
	*/
	double getLastTimestamp() const;

	/** Reads a midi file format stream.

		After calling this, you can get the tracks that were read from the file by using the
		getNumTracks() and getTrack() methods.

		The timestamps of the midi events in the tracks will represent their positions in
		terms of midi ticks. To convert them to seconds, use the convertTimestampTicksToSeconds()
		method.

		@returns true if the stream was read successfully
	*/
	bool readFrom (InputStream& sourceStream);

	/** Writes the midi tracks as a standard midi file.

		@returns true if the operation succeeded.
	*/
	bool writeTo (OutputStream& destStream);

	/** Converts the timestamp of all the midi events from midi ticks to seconds.

		This will use the midi time format and tempo/time signature info in the
		tracks to convert all the timestamps to absolute values in seconds.
	*/
	void convertTimestampTicksToSeconds();

	juce_UseDebuggingNewOperator

private:
	OwnedArray <MidiMessageSequence> tracks;
	short timeFormat;

	MidiFile (const MidiFile&);
	MidiFile& operator= (const MidiFile&);

	void readNextTrack (const uint8* data, int size);
	void writeTrack (OutputStream& mainOut, int trackNum);
};

#endif   // __JUCE_MIDIFILE_JUCEHEADER__
/*** End of inlined file: juce_MidiFile.h ***/


#endif
#ifndef __JUCE_MIDIKEYBOARDSTATE_JUCEHEADER__

/*** Start of inlined file: juce_MidiKeyboardState.h ***/
#ifndef __JUCE_MIDIKEYBOARDSTATE_JUCEHEADER__
#define __JUCE_MIDIKEYBOARDSTATE_JUCEHEADER__

class MidiKeyboardState;

/**
	Receives events from a MidiKeyboardState object.

	@see MidiKeyboardState
*/
class JUCE_API  MidiKeyboardStateListener
{
public:

	MidiKeyboardStateListener() throw()	 {}
	virtual ~MidiKeyboardStateListener()	{}

	/** Called when one of the MidiKeyboardState's keys is pressed.

		This will be called synchronously when the state is either processing a
		buffer in its MidiKeyboardState::processNextMidiBuffer() method, or
		when a note is being played with its MidiKeyboardState::noteOn() method.

		Note that this callback could happen from an audio callback thread, so be
		careful not to block, and avoid any UI activity in the callback.
	*/
	virtual void handleNoteOn (MidiKeyboardState* source,
							   int midiChannel, int midiNoteNumber, float velocity) = 0;

	/** Called when one of the MidiKeyboardState's keys is released.

		This will be called synchronously when the state is either processing a
		buffer in its MidiKeyboardState::processNextMidiBuffer() method, or
		when a note is being played with its MidiKeyboardState::noteOff() method.

		Note that this callback could happen from an audio callback thread, so be
		careful not to block, and avoid any UI activity in the callback.
	*/
	virtual void handleNoteOff (MidiKeyboardState* source,
								int midiChannel, int midiNoteNumber) = 0;
};

/**
	Represents a piano keyboard, keeping track of which keys are currently pressed.

	This object can parse a stream of midi events, using them to update its idea
	of which keys are pressed for each individiual midi channel.

	When keys go up or down, it can broadcast these events to listener objects.

	It also allows key up/down events to be triggered with its noteOn() and noteOff()
	methods, and midi messages for these events will be merged into the
	midi stream that gets processed by processNextMidiBuffer().
*/
class JUCE_API  MidiKeyboardState
{
public:

	MidiKeyboardState();
	~MidiKeyboardState();

	/** Resets the state of the object.

		All internal data for all the channels is reset, but no events are sent as a
		result.

		If you want to release any keys that are currently down, and to send out note-up
		midi messages for this, use the allNotesOff() method instead.
	*/
	void reset();

	/** Returns true if the given midi key is currently held down for the given midi channel.

		The channel number must be between 1 and 16. If you want to see if any notes are
		on for a range of channels, use the isNoteOnForChannels() method.
	*/
	bool isNoteOn (int midiChannel, int midiNoteNumber) const throw();

	/** Returns true if the given midi key is currently held down on any of a set of midi channels.

		The channel mask has a bit set for each midi channel you want to test for - bit
		0 = midi channel 1, bit 1 = midi channel 2, etc.

		If a note is on for at least one of the specified channels, this returns true.
	*/
	bool isNoteOnForChannels (int midiChannelMask, int midiNoteNumber) const throw();

	/** Turns a specified note on.

		This will cause a suitable midi note-on event to be injected into the midi buffer during the
		next call to processNextMidiBuffer().

		It will also trigger a synchronous callback to the listeners to tell them that the key has
		gone down.
	*/
	void noteOn (int midiChannel, int midiNoteNumber, float velocity);

	/** Turns a specified note off.

		This will cause a suitable midi note-off event to be injected into the midi buffer during the
		next call to processNextMidiBuffer().

		It will also trigger a synchronous callback to the listeners to tell them that the key has
		gone up.

		But if the note isn't acutally down for the given channel, this method will in fact do nothing.
	*/
	void noteOff (int midiChannel, int midiNoteNumber);

	/** This will turn off any currently-down notes for the given midi channel.

		If you pass 0 for the midi channel, it will in fact turn off all notes on all channels.

		Calling this method will make calls to noteOff(), so can trigger synchronous callbacks
		and events being added to the midi stream.
	*/
	void allNotesOff (int midiChannel);

	/** Looks at a key-up/down event and uses it to update the state of this object.

		To process a buffer full of midi messages, use the processNextMidiBuffer() method
		instead.
	*/
	void processNextMidiEvent (const MidiMessage& message);

	/** Scans a midi stream for up/down events and adds its own events to it.

		This will look for any up/down events and use them to update the internal state,
		synchronously making suitable callbacks to the listeners.

		If injectIndirectEvents is true, then midi events to produce the recent noteOn()
		and noteOff() calls will be added into the buffer.

		Only the section of the buffer whose timestamps are between startSample and
		(startSample + numSamples) will be affected, and any events added will be placed
		between these times.

		If you're going to use this method, you'll need to keep calling it regularly for
		it to work satisfactorily.

		To process a single midi event at a time, use the processNextMidiEvent() method
		instead.
	*/
	void processNextMidiBuffer (MidiBuffer& buffer,
								int startSample,
								int numSamples,
								bool injectIndirectEvents);

	/** Registers a listener for callbacks when keys go up or down.

		@see removeListener
	*/
	void addListener (MidiKeyboardStateListener* listener);

	/** Deregisters a listener.

		@see addListener
	*/
	void removeListener (MidiKeyboardStateListener* listener);

	juce_UseDebuggingNewOperator

private:
	CriticalSection lock;
	uint16 noteStates [128];
	MidiBuffer eventsToAdd;
	Array <MidiKeyboardStateListener*> listeners;

	void noteOnInternal (int midiChannel, int midiNoteNumber, float velocity);
	void noteOffInternal (int midiChannel, int midiNoteNumber);

	MidiKeyboardState (const MidiKeyboardState&);
	MidiKeyboardState& operator= (const MidiKeyboardState&);
};

#endif   // __JUCE_MIDIKEYBOARDSTATE_JUCEHEADER__
/*** End of inlined file: juce_MidiKeyboardState.h ***/


#endif
#ifndef __JUCE_MIDIMESSAGE_JUCEHEADER__

#endif
#ifndef __JUCE_MIDIMESSAGECOLLECTOR_JUCEHEADER__

/*** Start of inlined file: juce_MidiMessageCollector.h ***/
#ifndef __JUCE_MIDIMESSAGECOLLECTOR_JUCEHEADER__
#define __JUCE_MIDIMESSAGECOLLECTOR_JUCEHEADER__

/**
	Collects incoming realtime MIDI messages and turns them into blocks suitable for
	processing by a block-based audio callback.

	The class can also be used as either a MidiKeyboardStateListener or a MidiInputCallback
	so it can easily use a midi input or keyboard component as its source.

	@see MidiMessage, MidiInput
*/
class JUCE_API  MidiMessageCollector	: public MidiKeyboardStateListener,
										  public MidiInputCallback
{
public:

	/** Creates a MidiMessageCollector. */
	MidiMessageCollector();

	/** Destructor. */
	~MidiMessageCollector();

	/** Clears any messages from the queue.

		You need to call this method before starting to use the collector, so that
		it knows the correct sample rate to use.
	*/
	void reset (double sampleRate);

	/** Takes an incoming real-time message and adds it to the queue.

		The message's timestamp is taken, and it will be ready for retrieval as part
		of the block returned by the next call to removeNextBlockOfMessages().

		This method is fully thread-safe when overlapping calls are made with
		removeNextBlockOfMessages().
	*/
	void addMessageToQueue (const MidiMessage& message);

	/** Removes all the pending messages from the queue as a buffer.

		This will also correct the messages' timestamps to make sure they're in
		the range 0 to numSamples - 1.

		This call should be made regularly by something like an audio processing
		callback, because the time that it happens is used in calculating the
		midi event positions.

		This method is fully thread-safe when overlapping calls are made with
		addMessageToQueue().
	*/
	void removeNextBlockOfMessages (MidiBuffer& destBuffer, int numSamples);

	/** @internal */
	void handleNoteOn (MidiKeyboardState* source, int midiChannel, int midiNoteNumber, float velocity);
	/** @internal */
	void handleNoteOff (MidiKeyboardState* source, int midiChannel, int midiNoteNumber);
	/** @internal */
	void handleIncomingMidiMessage (MidiInput* source, const MidiMessage& message);

	juce_UseDebuggingNewOperator

private:
	double lastCallbackTime;
	CriticalSection midiCallbackLock;
	MidiBuffer incomingMessages;
	double sampleRate;

	MidiMessageCollector (const MidiMessageCollector&);
	MidiMessageCollector& operator= (const MidiMessageCollector&);
};

#endif   // __JUCE_MIDIMESSAGECOLLECTOR_JUCEHEADER__
/*** End of inlined file: juce_MidiMessageCollector.h ***/


#endif
#ifndef __JUCE_MIDIMESSAGESEQUENCE_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOUNITPLUGINFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_AudioUnitPluginFormat.h ***/
#ifndef __JUCE_AUDIOUNITPLUGINFORMAT_JUCEHEADER__
#define __JUCE_AUDIOUNITPLUGINFORMAT_JUCEHEADER__


/*** Start of inlined file: juce_AudioPluginFormat.h ***/
#ifndef __JUCE_AUDIOPLUGINFORMAT_JUCEHEADER__
#define __JUCE_AUDIOPLUGINFORMAT_JUCEHEADER__


/*** Start of inlined file: juce_AudioPluginInstance.h ***/
#ifndef __JUCE_AUDIOPLUGININSTANCE_JUCEHEADER__
#define __JUCE_AUDIOPLUGININSTANCE_JUCEHEADER__


/*** Start of inlined file: juce_AudioProcessor.h ***/
#ifndef __JUCE_AUDIOPROCESSOR_JUCEHEADER__
#define __JUCE_AUDIOPROCESSOR_JUCEHEADER__


/*** Start of inlined file: juce_AudioProcessorEditor.h ***/
#ifndef __JUCE_AUDIOPROCESSOREDITOR_JUCEHEADER__
#define __JUCE_AUDIOPROCESSOREDITOR_JUCEHEADER__

class AudioProcessor;

/**
	Base class for the component that acts as the GUI for an AudioProcessor.

	Derive your editor component from this class, and create an instance of it
	by overriding the AudioProcessor::createEditor() method.

	@see AudioProcessor, GenericAudioProcessorEditor
*/
class JUCE_API  AudioProcessorEditor  : public Component
{
protected:

	/** Creates an editor for the specified processor.
	*/
	AudioProcessorEditor (AudioProcessor* owner);

public:
	/** Destructor. */
	~AudioProcessorEditor();

	/** Returns a pointer to the processor that this editor represents. */
	AudioProcessor* getAudioProcessor() const throw()	 { return owner; }

private:

	AudioProcessor* const owner;

	AudioProcessorEditor (const AudioProcessorEditor&);
	AudioProcessorEditor& operator= (const AudioProcessorEditor&);
};

#endif   // __JUCE_AUDIOPROCESSOREDITOR_JUCEHEADER__
/*** End of inlined file: juce_AudioProcessorEditor.h ***/


/*** Start of inlined file: juce_AudioProcessorListener.h ***/
#ifndef __JUCE_AUDIOPROCESSORLISTENER_JUCEHEADER__
#define __JUCE_AUDIOPROCESSORLISTENER_JUCEHEADER__

class AudioProcessor;

/**
	Base class for listeners that want to know about changes to an AudioProcessor.

	Use AudioProcessor::addListener() to register your listener with an AudioProcessor.

	@see AudioProcessor
*/
class JUCE_API  AudioProcessorListener
{
public:

	/** Destructor. */
	virtual ~AudioProcessorListener() {}

	/** Receives a callback when a parameter is changed.

		IMPORTANT NOTE: this will be called synchronously when a parameter changes, and
		many audio processors will change their parameter during their audio callback.
		This means that not only has your handler code got to be completely thread-safe,
		but it's also got to be VERY fast, and avoid blocking. If you need to handle
		this event on your message thread, use this callback to trigger an AsyncUpdater
		or ChangeBroadcaster which you can respond to on the message thread.
	*/
	virtual void audioProcessorParameterChanged (AudioProcessor* processor,
												 int parameterIndex,
												 float newValue) = 0;

	/** Called to indicate that something else in the plugin has changed, like its
		program, number of parameters, etc.

		IMPORTANT NOTE: this will be called synchronously, and many audio processors will
		call it during their audio callback. This means that not only has your handler code
		got to be completely thread-safe, but it's also got to be VERY fast, and avoid
		blocking. If you need to handle this event on your message thread, use this callback
		to trigger an AsyncUpdater or ChangeBroadcaster which you can respond to later on the
		message thread.
	*/
	virtual void audioProcessorChanged (AudioProcessor* processor) = 0;

	/** Indicates that a parameter change gesture has started.

		E.g. if the user is dragging a slider, this would be called when they first
		press the mouse button, and audioProcessorParameterChangeGestureEnd would be
		called when they release it.

		IMPORTANT NOTE: this will be called synchronously, and many audio processors will
		call it during their audio callback. This means that not only has your handler code
		got to be completely thread-safe, but it's also got to be VERY fast, and avoid
		blocking. If you need to handle this event on your message thread, use this callback
		to trigger an AsyncUpdater or ChangeBroadcaster which you can respond to later on the
		message thread.

		@see audioProcessorParameterChangeGestureEnd
	*/
	virtual void audioProcessorParameterChangeGestureBegin (AudioProcessor* processor,
															int parameterIndex);

	/** Indicates that a parameter change gesture has finished.

		E.g. if the user is dragging a slider, this would be called when they release
		the mouse button.

		IMPORTANT NOTE: this will be called synchronously, and many audio processors will
		call it during their audio callback. This means that not only has your handler code
		got to be completely thread-safe, but it's also got to be VERY fast, and avoid
		blocking. If you need to handle this event on your message thread, use this callback
		to trigger an AsyncUpdater or ChangeBroadcaster which you can respond to later on the
		message thread.

		@see audioProcessorParameterChangeGestureBegin
	*/
	virtual void audioProcessorParameterChangeGestureEnd (AudioProcessor* processor,
														  int parameterIndex);
};

#endif   // __JUCE_AUDIOPROCESSORLISTENER_JUCEHEADER__
/*** End of inlined file: juce_AudioProcessorListener.h ***/


/*** Start of inlined file: juce_AudioPlayHead.h ***/
#ifndef __JUCE_AUDIOPLAYHEAD_JUCEHEADER__
#define __JUCE_AUDIOPLAYHEAD_JUCEHEADER__

/**
	A subclass of AudioPlayHead can supply information about the position and
	status of a moving play head during audio playback.

	One of these can be supplied to an AudioProcessor object so that it can find
	out about the position of the audio that it is rendering.

	@see AudioProcessor::setPlayHead, AudioProcessor::getPlayHead
*/
class JUCE_API  AudioPlayHead
{
protected:

	AudioPlayHead() {}

public:
	virtual ~AudioPlayHead() {}

	/** Frame rate types. */
	enum FrameRateType
	{
		fps24	   = 0,
		fps25	   = 1,
		fps2997	 = 2,
		fps30	   = 3,
		fps2997drop	 = 4,
		fps30drop	   = 5,
		fpsUnknown	  = 99
	};

	/** This structure is filled-in by the AudioPlayHead::getCurrentPosition() method.
	*/
	struct CurrentPositionInfo
	{
		/** The tempo in BPM */
		double bpm;

		/** Time signature numerator, e.g. the 3 of a 3/4 time sig */
		int timeSigNumerator;
		/** Time signature denominator, e.g. the 4 of a 3/4 time sig */
		int timeSigDenominator;

		/** The current play position, in seconds from the start of the edit. */
		double timeInSeconds;

		/** For timecode, the position of the start of the edit, in seconds from 00:00:00:00. */
		double editOriginTime;

		/** The current play position in pulses-per-quarter-note.

			This is the number of quarter notes since the edit start.
		*/
		double ppqPosition;

		/** The position of the start of the last bar, in pulses-per-quarter-note.

			This is the number of quarter notes from the start of the edit to the
			start of the current bar.

			Note - this value may be unavailable on some hosts, e.g. Pro-Tools. If
			it's not available, the value will be 0.
		*/
		double ppqPositionOfLastBarStart;

		/** The video frame rate, if applicable. */
		FrameRateType frameRate;

		/** True if the transport is currently playing. */
		bool isPlaying;

		/** True if the transport is currently recording.

			(When isRecording is true, then isPlaying will also be true).
		*/
		bool isRecording;

		bool operator== (const CurrentPositionInfo& other) const throw();
		bool operator!= (const CurrentPositionInfo& other) const throw();

		void resetToDefault();
	};

	/** Fills-in the given structure with details about the transport's
		position at the start of the current processing block.
	*/
	virtual bool getCurrentPosition (CurrentPositionInfo& result) = 0;
};

#endif   // __JUCE_AUDIOPLAYHEAD_JUCEHEADER__
/*** End of inlined file: juce_AudioPlayHead.h ***/

/**
	Base class for audio processing filters or plugins.

	This is intended to act as a base class of audio filter that is general enough to
	be wrapped as a VST, AU, RTAS, etc, or used internally.

	It is also used by the plugin hosting code as the wrapper around an instance
	of a loaded plugin.

	Derive your filter class from this base class, and if you're building a plugin,
	you should implement a global function called createPluginFilter() which creates
	and returns a new instance of your subclass.
*/
class JUCE_API  AudioProcessor
{
protected:

	/** Constructor.

		You can also do your initialisation tasks in the initialiseFilterInfo()
		call, which will be made after this object has been created.
	*/
	AudioProcessor();

public:
	/** Destructor. */
	virtual ~AudioProcessor();

	/** Returns the name of this processor.
	*/
	virtual const String getName() const = 0;

	/** Called before playback starts, to let the filter prepare itself.

		The sample rate is the target sample rate, and will remain constant until
		playback stops.

		The estimatedSamplesPerBlock value is a HINT about the typical number of
		samples that will be processed for each callback, but isn't any kind
		of guarantee. The actual block sizes that the host uses may be different
		each time the callback happens, and may be more or less than this value.
	*/
	virtual void prepareToPlay (double sampleRate,
								int estimatedSamplesPerBlock) = 0;

	/** Called after playback has stopped, to let the filter free up any resources it
		no longer needs.
	*/
	virtual void releaseResources() = 0;

	/** Renders the next block.

		When this method is called, the buffer contains a number of channels which is
		at least as great as the maximum number of input and output channels that
		this filter is using. It will be filled with the filter's input data and
		should be replaced with the filter's output.

		So for example if your filter has 2 input channels and 4 output channels, then
		the buffer will contain 4 channels, the first two being filled with the
		input data. Your filter should read these, do its processing, and replace
		the contents of all 4 channels with its output.

		Or if your filter has 5 inputs and 2 outputs, the buffer will have 5 channels,
		all filled with data, and your filter should overwrite the first 2 of these
		with its output. But be VERY careful not to write anything to the last 3
		channels, as these might be mapped to memory that the host assumes is read-only!

		Note that if you have more outputs than inputs, then only those channels that
		correspond to an input channel are guaranteed to contain sensible data - e.g.
		in the case of 2 inputs and 4 outputs, the first two channels contain the input,
		but the last two channels may contain garbage, so you should be careful not to
		let this pass through without being overwritten or cleared.

		Also note that the buffer may have more channels than are strictly necessary,
		but your should only read/write from the ones that your filter is supposed to
		be using.

		The number of samples in these buffers is NOT guaranteed to be the same for every
		callback, and may be more or less than the estimated value given to prepareToPlay().
		Your code must be able to cope with variable-sized blocks, or you're going to get
		clicks and crashes!

		If the filter is receiving a midi input, then the midiMessages array will be filled
		with the midi messages for this block. Each message's timestamp will indicate the
		message's time, as a number of samples from the start of the block.

		Any messages left in the midi buffer when this method has finished are assumed to
		be the filter's midi output. This means that your filter should be careful to
		clear any incoming messages from the array if it doesn't want them to be passed-on.

		Be very careful about what you do in this callback - it's going to be called by
		the audio thread, so any kind of interaction with the UI is absolutely
		out of the question. If you change a parameter in here and need to tell your UI to
		update itself, the best way is probably to inherit from a ChangeBroadcaster, let
		the UI components register as listeners, and then call sendChangeMessage() inside the
		processBlock() method to send out an asynchronous message. You could also use
		the AsyncUpdater class in a similar way.
	*/
	virtual void processBlock (AudioSampleBuffer& buffer,
							   MidiBuffer& midiMessages) = 0;

	/** Returns the current AudioPlayHead object that should be used to find
		out the state and position of the playhead.

		You can call this from your processBlock() method, and use the AudioPlayHead
		object to get the details about the time of the start of the block currently
		being processed.

		If the host hasn't supplied a playhead object, this will return 0.
	*/
	AudioPlayHead* getPlayHead() const throw()		{ return playHead; }

	/** Returns the current sample rate.

		This can be called from your processBlock() method - it's not guaranteed
		to be valid at any other time, and may return 0 if it's unknown.
	*/
	double getSampleRate() const throw()			  { return sampleRate; }

	/** Returns the current typical block size that is being used.

		This can be called from your processBlock() method - it's not guaranteed
		to be valid at any other time.

		Remember it's not the ONLY block size that may be used when calling
		processBlock, it's just the normal one. The actual block sizes used may be
		larger or smaller than this, and will vary between successive calls.
	*/
	int getBlockSize() const throw()			  { return blockSize; }

	/** Returns the number of input channels that the host will be sending the filter.

		If writing a plugin, your JucePluginCharacteristics.h file should specify the
		number of channels that your filter would prefer to have, and this method lets
		you know how many the host is actually using.

		Note that this method is only valid during or after the prepareToPlay()
		method call. Until that point, the number of channels will be unknown.
	*/
	int getNumInputChannels() const throw()		   { return numInputChannels; }

	/** Returns the number of output channels that the host will be sending the filter.

		If writing a plugin, your JucePluginCharacteristics.h file should specify the
		number of channels that your filter would prefer to have, and this method lets
		you know how many the host is actually using.

		Note that this method is only valid during or after the prepareToPlay()
		method call. Until that point, the number of channels will be unknown.
	*/
	int getNumOutputChannels() const throw()		  { return numOutputChannels; }

	/** Returns the name of one of the input channels, as returned by the host.

		The host might not supply very useful names for channels, and this might be
		something like "1", "2", "left", "right", etc.
	*/
	virtual const String getInputChannelName (int channelIndex) const = 0;

	/** Returns the name of one of the output channels, as returned by the host.

		The host might not supply very useful names for channels, and this might be
		something like "1", "2", "left", "right", etc.
	*/
	virtual const String getOutputChannelName (int channelIndex) const = 0;

	/** Returns true if the specified channel is part of a stereo pair with its neighbour. */
	virtual bool isInputChannelStereoPair (int index) const = 0;

	/** Returns true if the specified channel is part of a stereo pair with its neighbour. */
	virtual bool isOutputChannelStereoPair (int index) const = 0;

	/** This returns the number of samples delay that the filter imposes on the audio
		passing through it.

		The host will call this to find the latency - the filter itself should set this value
		by calling setLatencySamples() as soon as it can during its initialisation.
	*/
	int getLatencySamples() const throw()				 { return latencySamples; }

	/** The filter should call this to set the number of samples delay that it introduces.

		The filter should call this as soon as it can during initialisation, and can call it
		later if the value changes.
	*/
	void setLatencySamples (int newLatency);

	/** Returns true if the processor wants midi messages. */
	virtual bool acceptsMidi() const = 0;

	/** Returns true if the processor produces midi messages. */
	virtual bool producesMidi() const = 0;

	/** This returns a critical section that will automatically be locked while the host
		is calling the processBlock() method.

		Use it from your UI or other threads to lock access to variables that are used
		by the process callback, but obviously be careful not to keep it locked for
		too long, because that could cause stuttering playback. If you need to do something
		that'll take a long time and need the processing to stop while it happens, use the
		suspendProcessing() method instead.

		@see suspendProcessing
	*/
	const CriticalSection& getCallbackLock() const throw()		  { return callbackLock; }

	/** Enables and disables the processing callback.

		If you need to do something time-consuming on a thread and would like to make sure
		the audio processing callback doesn't happen until you've finished, use this
		to disable the callback and re-enable it again afterwards.

		E.g.
		@code
		void loadNewPatch()
		{
			suspendProcessing (true);

			..do something that takes ages..

			suspendProcessing (false);
		}
		@endcode

		If the host tries to make an audio callback while processing is suspended, the
		filter will return an empty buffer, but won't block the audio thread like it would
		do if you use the getCallbackLock() critical section to synchronise access.

		If you're going to use this, your processBlock() method must call isSuspended() and
		check whether it's suspended or not. If it is, then it should skip doing any real
		processing, either emitting silence or passing the input through unchanged.

		@see getCallbackLock
	*/
	void suspendProcessing (bool shouldBeSuspended);

	/** Returns true if processing is currently suspended.
		@see suspendProcessing
	*/
	bool isSuspended() const throw()					{ return suspended; }

	/** A plugin can override this to be told when it should reset any playing voices.

		The default implementation does nothing, but a host may call this to tell the
		plugin that it should stop any tails or sounds that have been left running.
	*/
	virtual void reset();

	/** Returns true if the processor is being run in an offline mode for rendering.

		If the processor is being run live on realtime signals, this returns false.
		If the mode is unknown, this will assume it's realtime and return false.

		This value may be unreliable until the prepareToPlay() method has been called,
		and could change each time prepareToPlay() is called.

		@see setNonRealtime()
	*/
	bool isNonRealtime() const throw()				  { return nonRealtime; }

	/** Called by the host to tell this processor whether it's being used in a non-realime
		capacity for offline rendering or bouncing.

		Whatever value is passed-in will be
	*/
	void setNonRealtime (bool isNonRealtime) throw();

	/** Creates the filter's UI.

		This can return 0 if you want a UI-less filter, in which case the host may create
		a generic UI that lets the user twiddle the parameters directly.

		If you do want to pass back a component, the component should be created and set to
		the correct size before returning it. If you implement this method, you must
		also implement the hasEditor() method and make it return true.

		Remember not to do anything silly like allowing your filter to keep a pointer to
		the component that gets created - it could be deleted later without any warning, which
		would make your pointer into a dangler. Use the getActiveEditor() method instead.

		The correct way to handle the connection between an editor component and its
		filter is to use something like a ChangeBroadcaster so that the editor can
		register itself as a listener, and be told when a change occurs. This lets them
		safely unregister themselves when they are deleted.

		Here are a few things to bear in mind when writing an editor:

		- Initially there won't be an editor, until the user opens one, or they might
		  not open one at all. Your filter mustn't rely on it being there.
		- An editor object may be deleted and a replacement one created again at any time.
		- It's safe to assume that an editor will be deleted before its filter.

		@see hasEditor
	*/
	virtual AudioProcessorEditor* createEditor() = 0;

	/** Your filter must override this and return true if it can create an editor component.
		@see createEditor
	*/
	virtual bool hasEditor() const = 0;

	/** Returns the active editor, if there is one.

		Bear in mind this can return 0, even if an editor has previously been
		opened.
	*/
	AudioProcessorEditor* getActiveEditor() const throw()		  { return activeEditor; }

	/** Returns the active editor, or if there isn't one, it will create one.

		This may call createEditor() internally to create the component.
	*/
	AudioProcessorEditor* createEditorIfNeeded();

	/** This must return the correct value immediately after the object has been
		created, and mustn't change the number of parameters later.
	*/
	virtual int getNumParameters() = 0;

	/** Returns the name of a particular parameter. */
	virtual const String getParameterName (int parameterIndex) = 0;

	/** Called by the host to find out the value of one of the filter's parameters.

		The host will expect the value returned to be between 0 and 1.0.

		This could be called quite frequently, so try to make your code efficient.
		It's also likely to be called by non-UI threads, so the code in here should
		be thread-aware.
	*/
	virtual float getParameter (int parameterIndex) = 0;

	/** Returns the value of a parameter as a text string. */
	virtual const String getParameterText (int parameterIndex) = 0;

	/** The host will call this method to change the value of one of the filter's parameters.

		The host may call this at any time, including during the audio processing
		callback, so the filter has to process this very fast and avoid blocking.

		If you want to set the value of a parameter internally, e.g. from your
		editor component, then don't call this directly - instead, use the
		setParameterNotifyingHost() method, which will also send a message to
		the host telling it about the change. If the message isn't sent, the host
		won't be able to automate your parameters properly.

		The value passed will be between 0 and 1.0.
	*/
	virtual void setParameter (int parameterIndex,
							   float newValue) = 0;

	/** Your filter can call this when it needs to change one of its parameters.

		This could happen when the editor or some other internal operation changes
		a parameter. This method will call the setParameter() method to change the
		value, and will then send a message to the host telling it about the change.

		Note that to make sure the host correctly handles automation, you should call
		the beginParameterChangeGesture() and endParameterChangeGesture() methods to
		tell the host when the user has started and stopped changing the parameter.
	*/
	void setParameterNotifyingHost (int parameterIndex,
									float newValue);

	/** Returns true if the host can automate this parameter.

		By default, this returns true for all parameters.
	*/
	virtual bool isParameterAutomatable (int parameterIndex) const;

	/** Should return true if this parameter is a "meta" parameter.

		A meta-parameter is a parameter that changes other params. It is used
		by some hosts (e.g. AudioUnit hosts).

		By default this returns false.
	*/
	virtual bool isMetaParameter (int parameterIndex) const;

	/** Sends a signal to the host to tell it that the user is about to start changing this
		parameter.

		This allows the host to know when a parameter is actively being held by the user, and
		it may use this information to help it record automation.

		If you call this, it must be matched by a later call to endParameterChangeGesture().
	*/
	void beginParameterChangeGesture (int parameterIndex);

	/** Tells the host that the user has finished changing this parameter.

		This allows the host to know when a parameter is actively being held by the user, and
		it may use this information to help it record automation.

		A call to this method must follow a call to beginParameterChangeGesture().
	*/
	void endParameterChangeGesture (int parameterIndex);

	/** The filter can call this when something (apart from a parameter value) has changed.

		It sends a hint to the host that something like the program, number of parameters,
		etc, has changed, and that it should update itself.
	*/
	void updateHostDisplay();

	/** Returns the number of preset programs the filter supports.

		The value returned must be valid as soon as this object is created, and
		must not change over its lifetime.

		This value shouldn't be less than 1.
	*/
	virtual int getNumPrograms() = 0;

	/** Returns the number of the currently active program.
	*/
	virtual int getCurrentProgram() = 0;

	/** Called by the host to change the current program.
	*/
	virtual void setCurrentProgram (int index) = 0;

	/** Must return the name of a given program. */
	virtual const String getProgramName (int index) = 0;

	/** Called by the host to rename a program.
	*/
	virtual void changeProgramName (int index, const String& newName) = 0;

	/** The host will call this method when it wants to save the filter's internal state.

		This must copy any info about the filter's state into the block of memory provided,
		so that the host can store this and later restore it using setStateInformation().

		Note that there's also a getCurrentProgramStateInformation() method, which only
		stores the current program, not the state of the entire filter.

		See also the helper function copyXmlToBinary() for storing settings as XML.

		@see getCurrentProgramStateInformation
	*/
	virtual void getStateInformation (JUCE_NAMESPACE::MemoryBlock& destData) = 0;

	/** The host will call this method if it wants to save the state of just the filter's
		current program.

		Unlike getStateInformation, this should only return the current program's state.

		Not all hosts support this, and if you don't implement it, the base class
		method just calls getStateInformation() instead. If you do implement it, be
		sure to also implement getCurrentProgramStateInformation.

		@see getStateInformation, setCurrentProgramStateInformation
	*/
	virtual void getCurrentProgramStateInformation (JUCE_NAMESPACE::MemoryBlock& destData);

	/** This must restore the filter's state from a block of data previously created
		using getStateInformation().

		Note that there's also a setCurrentProgramStateInformation() method, which tries
		to restore just the current program, not the state of the entire filter.

		See also the helper function getXmlFromBinary() for loading settings as XML.

		@see setCurrentProgramStateInformation
	*/
	virtual void setStateInformation (const void* data, int sizeInBytes) = 0;

	/** The host will call this method if it wants to restore the state of just the filter's
		current program.

		Not all hosts support this, and if you don't implement it, the base class
		method just calls setStateInformation() instead. If you do implement it, be
		sure to also implement getCurrentProgramStateInformation.

		@see setStateInformation, getCurrentProgramStateInformation
	*/
	virtual void setCurrentProgramStateInformation (const void* data, int sizeInBytes);

	/** Adds a listener that will be called when an aspect of this processor changes. */
	void addListener (AudioProcessorListener* newListener);

	/** Removes a previously added listener. */
	void removeListener (AudioProcessorListener* listenerToRemove);

	/** Tells the processor to use this playhead object.
		The processor will not take ownership of the object, so the caller must delete it when
		it is no longer being used.
	*/
	void setPlayHead (AudioPlayHead* newPlayHead) throw();

	/** Not for public use - this is called before deleting an editor component. */
	void editorBeingDeleted (AudioProcessorEditor* editor) throw();

	/** Not for public use - this is called to initialise the processor before playing. */
	void setPlayConfigDetails (int numIns, int numOuts,
							   double sampleRate,
							   int blockSize) throw();

	juce_UseDebuggingNewOperator

protected:

	/** Helper function that just converts an xml element into a binary blob.

		Use this in your filter's getStateInformation() method if you want to
		store its state as xml.

		Then use getXmlFromBinary() to reverse this operation and retrieve the XML
		from a binary blob.
	*/
	static void copyXmlToBinary (const XmlElement& xml,
								 JUCE_NAMESPACE::MemoryBlock& destData);

	/** Retrieves an XML element that was stored as binary with the copyXmlToBinary() method.

		This might return 0 if the data's unsuitable or corrupted. Otherwise it will return
		an XmlElement object that the caller must delete when no longer needed.
	*/
	static XmlElement* getXmlFromBinary (const void* data, int sizeInBytes);

	/** @internal */
	AudioPlayHead* playHead;

	/** @internal */
	void sendParamChangeMessageToListeners (int parameterIndex, float newValue);

private:
	Array <AudioProcessorListener*> listeners;
	AudioProcessorEditor* activeEditor;
	double sampleRate;
	int blockSize, numInputChannels, numOutputChannels, latencySamples;
	bool suspended, nonRealtime;
	CriticalSection callbackLock, listenerLock;

#if JUCE_DEBUG
	BigInteger changingParams;
#endif

	AudioProcessor (const AudioProcessor&);
	AudioProcessor& operator= (const AudioProcessor&);
};

#endif   // __JUCE_AUDIOPROCESSOR_JUCEHEADER__
/*** End of inlined file: juce_AudioProcessor.h ***/


/*** Start of inlined file: juce_PluginDescription.h ***/
#ifndef __JUCE_PLUGINDESCRIPTION_JUCEHEADER__
#define __JUCE_PLUGINDESCRIPTION_JUCEHEADER__

/**
	A small class to represent some facts about a particular type of plugin.

	This class is for storing and managing the details about a plugin without
	actually having to load an instance of it.

	A KnownPluginList contains a list of PluginDescription objects.

	@see KnownPluginList
*/
class JUCE_API  PluginDescription
{
public:

	PluginDescription();
	PluginDescription (const PluginDescription& other);
	PluginDescription& operator= (const PluginDescription& other);
	~PluginDescription();

	/** The name of the plugin. */
	String name;

	/** The plugin format, e.g. "VST", "AudioUnit", etc.
	*/
	String pluginFormatName;

	/** A category, such as "Dynamics", "Reverbs", etc.
	*/
	String category;

	/** The manufacturer. */
	String manufacturerName;

	/** The version. This string doesn't have any particular format. */
	String version;

	/** Either the file containing the plugin module, or some other unique way
		of identifying it.

		E.g. for an AU, this would be an ID string that the component manager
		could use to retrieve the plugin. For a VST, it's the file path.
	*/
	String fileOrIdentifier;

	/** The last time the plugin file was changed.
		This is handy when scanning for new or changed plugins.
	*/
	Time lastFileModTime;

	/** A unique ID for the plugin.

		Note that this might not be unique between formats, e.g. a VST and some
		other format might actually have the same id.

		@see createIdentifierString
	*/
	int uid;

	/** True if the plugin identifies itself as a synthesiser. */
	bool isInstrument;

	/** The number of inputs. */
	int numInputChannels;

	/** The number of outputs. */
	int numOutputChannels;

	/** Returns true if the two descriptions refer the the same plugin.

		This isn't quite as simple as them just having the same file (because of
		shell plugins).
	*/
	bool isDuplicateOf (const PluginDescription& other) const;

	/** Returns a string that can be saved and used to uniquely identify the
		plugin again.

		This contains less info than the XML encoding, and is independent of the
		plugin's file location, so can be used to store a plugin ID for use
		across different machines.
	*/
	const String createIdentifierString() const;

	/** Creates an XML object containing these details.

		@see loadFromXml
	*/
	XmlElement* createXml() const;

	/** Reloads the info in this structure from an XML record that was previously
		saved with createXML().

		Returns true if the XML was a valid plugin description.
	*/
	bool loadFromXml (const XmlElement& xml);

	juce_UseDebuggingNewOperator
};

#endif   // __JUCE_PLUGINDESCRIPTION_JUCEHEADER__
/*** End of inlined file: juce_PluginDescription.h ***/

/**
	Base class for an active instance of a plugin.

	This derives from the AudioProcessor class, and adds some extra functionality
	that helps when wrapping dynamically loaded plugins.

	@see AudioProcessor, AudioPluginFormat
*/
class JUCE_API  AudioPluginInstance   : public AudioProcessor
{
public:

	/** Destructor.

		Make sure that you delete any UI components that belong to this plugin before
		deleting the plugin.
	*/
	virtual ~AudioPluginInstance();

	/** Fills-in the appropriate parts of this plugin description object.
	*/
	virtual void fillInPluginDescription (PluginDescription& description) const = 0;

	/** Returns a pointer to some kind of platform-specific data about the plugin.

		E.g. For a VST, this value can be cast to an AEffect*. For an AudioUnit, it can be
		cast to an AudioUnit handle.
	*/
	virtual void* getPlatformSpecificData();

	juce_UseDebuggingNewOperator

protected:
	AudioPluginInstance();

	AudioPluginInstance (const AudioPluginInstance&);
	AudioPluginInstance& operator= (const AudioPluginInstance&);
};

#endif   // __JUCE_AUDIOPLUGININSTANCE_JUCEHEADER__
/*** End of inlined file: juce_AudioPluginInstance.h ***/

class PluginDescription;

/**
	The base class for a type of plugin format, such as VST, AudioUnit, LADSPA, etc.

	Use the static getNumFormats() and getFormat() calls to find the types
	of format that are available.
*/
class JUCE_API  AudioPluginFormat
{
public:

	/** Destructor. */
	virtual ~AudioPluginFormat();

	/** Returns the format name.

		E.g. "VST", "AudioUnit", etc.
	*/
	virtual const String getName() const = 0;

	/** This tries to create descriptions for all the plugin types available in
		a binary module file.

		The file will be some kind of DLL or bundle.

		Normally there will only be one type returned, but some plugins
		(e.g. VST shells) can use a single DLL to create a set of different plugin
		subtypes, so in that case, each subtype is returned as a separate object.
	*/
	virtual void findAllTypesForFile (OwnedArray <PluginDescription>& results,
									  const String& fileOrIdentifier) = 0;

	/** Tries to recreate a type from a previously generated PluginDescription.

		@see PluginDescription::createInstance
	*/
	virtual AudioPluginInstance* createInstanceFromDescription (const PluginDescription& desc) = 0;

	/** Should do a quick check to see if this file or directory might be a plugin of
		this format.

		This is for searching for potential files, so it shouldn't actually try to
		load the plugin or do anything time-consuming.
	*/
	virtual bool fileMightContainThisPluginType (const String& fileOrIdentifier) = 0;

	/** Returns a readable version of the name of the plugin that this identifier refers to.
	*/
	virtual const String getNameOfPluginFromIdentifier (const String& fileOrIdentifier) = 0;

	/** Checks whether this plugin could possibly be loaded.

		It doesn't actually need to load it, just to check whether the file or component
		still exists.
	*/
	virtual bool doesPluginStillExist (const PluginDescription& desc) = 0;

	/** Searches a suggested set of directories for any plugins in this format.

		The path might be ignored, e.g. by AUs, which are found by the OS rather
		than manually.
	*/
	virtual const StringArray searchPathsForPlugins (const FileSearchPath& directoriesToSearch,
													 bool recursive) = 0;

	/** Returns the typical places to look for this kind of plugin.

		Note that if this returns no paths, it means that the format can't be scanned-for
		(i.e. it's an internal format that doesn't live in files)
	*/
	virtual const FileSearchPath getDefaultLocationsToSearch() = 0;

	juce_UseDebuggingNewOperator

protected:
	AudioPluginFormat() throw();

	AudioPluginFormat (const AudioPluginFormat&);
	AudioPluginFormat& operator= (const AudioPluginFormat&);
};

#endif   // __JUCE_AUDIOPLUGINFORMAT_JUCEHEADER__
/*** End of inlined file: juce_AudioPluginFormat.h ***/

#if JUCE_PLUGINHOST_AU && JUCE_MAC

/**
	Implements a plugin format manager for AudioUnits.
*/
class JUCE_API  AudioUnitPluginFormat   : public AudioPluginFormat
{
public:

	AudioUnitPluginFormat();
	~AudioUnitPluginFormat();

	const String getName() const                { return "AudioUnit"; }
	void findAllTypesForFile (OwnedArray <PluginDescription>& results, const String& fileOrIdentifier);
	AudioPluginInstance* createInstanceFromDescription (const PluginDescription& desc);
	bool fileMightContainThisPluginType (const String& fileOrIdentifier);
	const String getNameOfPluginFromIdentifier (const String& fileOrIdentifier);
	const StringArray searchPathsForPlugins (const FileSearchPath& directoriesToSearch, bool recursive);
	bool doesPluginStillExist (const PluginDescription& desc);
	const FileSearchPath getDefaultLocationsToSearch();

	juce_UseDebuggingNewOperator

private:
	AudioUnitPluginFormat (const AudioUnitPluginFormat&);
	AudioUnitPluginFormat& operator= (const AudioUnitPluginFormat&);
};

#endif

#endif   // __JUCE_AUDIOUNITPLUGINFORMAT_JUCEHEADER__
/*** End of inlined file: juce_AudioUnitPluginFormat.h ***/


#endif
#ifndef __JUCE_DIRECTXPLUGINFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_DirectXPluginFormat.h ***/
#ifndef __JUCE_DIRECTXPLUGINFORMAT_JUCEHEADER__
#define __JUCE_DIRECTXPLUGINFORMAT_JUCEHEADER__

#if JUCE_PLUGINHOST_DX && JUCE_WINDOWS

//   Sorry, this file is just a placeholder at the moment!...

/**
	Implements a plugin format manager for DirectX plugins.
*/
class JUCE_API  DirectXPluginFormat   : public AudioPluginFormat
{
public:

	DirectXPluginFormat();
	~DirectXPluginFormat();

	const String getName() const                { return "DirectX"; }
	void findAllTypesForFile (OwnedArray <PluginDescription>& results, const String& fileOrIdentifier);
	AudioPluginInstance* createInstanceFromDescription (const PluginDescription& desc);
	bool fileMightContainThisPluginType (const String& fileOrIdentifier);
	const String getNameOfPluginFromIdentifier (const String& fileOrIdentifier)  { return fileOrIdentifier; }
	const FileSearchPath getDefaultLocationsToSearch();

	juce_UseDebuggingNewOperator

private:
	DirectXPluginFormat (const DirectXPluginFormat&);
	DirectXPluginFormat& operator= (const DirectXPluginFormat&);
};

#endif

#endif   // __JUCE_DIRECTXPLUGINFORMAT_JUCEHEADER__
/*** End of inlined file: juce_DirectXPluginFormat.h ***/


#endif
#ifndef __JUCE_LADSPAPLUGINFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_LADSPAPluginFormat.h ***/
#ifndef __JUCE_LADSPAPLUGINFORMAT_JUCEHEADER__
#define __JUCE_LADSPAPLUGINFORMAT_JUCEHEADER__

#if JUCE_PLUGINHOST_LADSPA && JUCE_LINUX

//   Sorry, this file is just a placeholder at the moment!...

/**
	Implements a plugin format manager for DirectX plugins.
*/
class JUCE_API  LADSPAPluginFormat   : public AudioPluginFormat
{
public:

	LADSPAPluginFormat();
	~LADSPAPluginFormat();

	const String getName() const                { return "LADSPA"; }
	void findAllTypesForFile (OwnedArray <PluginDescription>& results, const String& fileOrIdentifier);
	AudioPluginInstance* createInstanceFromDescription (const PluginDescription& desc);
	bool fileMightContainThisPluginType (const String& fileOrIdentifier);
	const String getNameOfPluginFromIdentifier (const String& fileOrIdentifier)  { return fileOrIdentifier; }
	const FileSearchPath getDefaultLocationsToSearch();

	juce_UseDebuggingNewOperator

private:
	LADSPAPluginFormat (const LADSPAPluginFormat&);
	LADSPAPluginFormat& operator= (const LADSPAPluginFormat&);
};

#endif

#endif   // __JUCE_LADSPAPLUGINFORMAT_JUCEHEADER__
/*** End of inlined file: juce_LADSPAPluginFormat.h ***/


#endif
#ifndef __JUCE_VSTMIDIEVENTLIST_JUCEHEADER__

/*** Start of inlined file: juce_VSTMidiEventList.h ***/
#ifdef __aeffect__

#ifndef __JUCE_VSTMIDIEVENTLIST_JUCEHEADER__
#define __JUCE_VSTMIDIEVENTLIST_JUCEHEADER__

/** Holds a set of VSTMidiEvent objects and makes it easy to add
	events to the list.

	This is used by both the VST hosting code and the plugin wrapper.
*/
class VSTMidiEventList
{
public:

	VSTMidiEventList()
		: numEventsUsed (0), numEventsAllocated (0)
	{
	}

	~VSTMidiEventList()
	{
		freeEvents();
	}

	void clear()
	{
		numEventsUsed = 0;

		if (events != 0)
			events->numEvents = 0;
	}

	void addEvent (const void* const midiData, const int numBytes, const int frameOffset)
	{
		ensureSize (numEventsUsed + 1);

		VstMidiEvent* const e = (VstMidiEvent*) (events->events [numEventsUsed]);
		events->numEvents = ++numEventsUsed;

		if (numBytes <= 4)
		{
			if (e->type == kVstSysExType)
			{
				juce_free (((VstMidiSysexEvent*) e)->sysexDump);
				e->type = kVstMidiType;
				e->byteSize = sizeof (VstMidiEvent);
				e->noteLength = 0;
				e->noteOffset = 0;
				e->detune = 0;
				e->noteOffVelocity = 0;
			}

			e->deltaFrames = frameOffset;
			memcpy (e->midiData, midiData, numBytes);
		}
		else
		{
			VstMidiSysexEvent* const se = (VstMidiSysexEvent*) e;

			if (se->type == kVstSysExType)
				se->sysexDump = (char*) juce_realloc (se->sysexDump, numBytes);
			else
				se->sysexDump = (char*) juce_malloc (numBytes);

			memcpy (se->sysexDump, midiData, numBytes);

			se->type = kVstSysExType;
			se->byteSize = sizeof (VstMidiSysexEvent);
			se->deltaFrames = frameOffset;
			se->flags = 0;
			se->dumpBytes = numBytes;
			se->resvd1 = 0;
			se->resvd2 = 0;
		}
	}

	// Handy method to pull the events out of an event buffer supplied by the host
	// or plugin.
	static void addEventsToMidiBuffer (const VstEvents* events, MidiBuffer& dest)
	{
		for (int i = 0; i < events->numEvents; ++i)
		{
			const VstEvent* const e = events->events[i];

			if (e != 0)
			{
				if (e->type == kVstMidiType)
				{
					dest.addEvent ((const JUCE_NAMESPACE::uint8*) ((const VstMidiEvent*) e)->midiData,
								   4, e->deltaFrames);
				}
				else if (e->type == kVstSysExType)
				{
					dest.addEvent ((const JUCE_NAMESPACE::uint8*) ((const VstMidiSysexEvent*) e)->sysexDump,
								   (int) ((const VstMidiSysexEvent*) e)->dumpBytes,
								   e->deltaFrames);
				}
			}
		}
	}

	void ensureSize (int numEventsNeeded)
	{
		if (numEventsNeeded > numEventsAllocated)
		{
			numEventsNeeded = (numEventsNeeded + 32) & ~31;

			const int size = 20 + sizeof (VstEvent*) * numEventsNeeded;

			if (events == 0)
				events.calloc (size, 1);
			else
				events.realloc (size, 1);

			for (int i = numEventsAllocated; i < numEventsNeeded; ++i)
			{
				VstMidiEvent* const e = (VstMidiEvent*) juce_calloc (jmax ((int) sizeof (VstMidiEvent),
																		   (int) sizeof (VstMidiSysexEvent)));
				e->type = kVstMidiType;
				e->byteSize = sizeof (VstMidiEvent);

				events->events[i] = (VstEvent*) e;
			}

			numEventsAllocated = numEventsNeeded;
		}
	}

	void freeEvents()
	{
		if (events != 0)
		{
			for (int i = numEventsAllocated; --i >= 0;)
			{
				VstMidiEvent* const e = (VstMidiEvent*) (events->events[i]);

				if (e->type == kVstSysExType)
					juce_free (((VstMidiSysexEvent*) e)->sysexDump);

				juce_free (e);
			}

			events.free();
			numEventsUsed = 0;
			numEventsAllocated = 0;
		}
	}

	HeapBlock <VstEvents> events;

private:
	int numEventsUsed, numEventsAllocated;
};

#endif   // __JUCE_VSTMIDIEVENTLIST_JUCEHEADER__
#endif   // __JUCE_VSTMIDIEVENTLIST_JUCEHEADER__
/*** End of inlined file: juce_VSTMidiEventList.h ***/


#endif
#ifndef __JUCE_VSTPLUGINFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_VSTPluginFormat.h ***/
#ifndef __JUCE_VSTPLUGINFORMAT_JUCEHEADER__
#define __JUCE_VSTPLUGINFORMAT_JUCEHEADER__

#if JUCE_PLUGINHOST_VST

/**
	Implements a plugin format manager for VSTs.
*/
class JUCE_API  VSTPluginFormat   : public AudioPluginFormat
{
public:

	VSTPluginFormat();
	~VSTPluginFormat();

	const String getName() const                { return "VST"; }
	void findAllTypesForFile (OwnedArray <PluginDescription>& results, const String& fileOrIdentifier);
	AudioPluginInstance* createInstanceFromDescription (const PluginDescription& desc);
	bool fileMightContainThisPluginType (const String& fileOrIdentifier);
	const String getNameOfPluginFromIdentifier (const String& fileOrIdentifier);
	const StringArray searchPathsForPlugins (const FileSearchPath& directoriesToSearch, bool recursive);
	bool doesPluginStillExist (const PluginDescription& desc);
	const FileSearchPath getDefaultLocationsToSearch();

	juce_UseDebuggingNewOperator

private:
	VSTPluginFormat (const VSTPluginFormat&);
	VSTPluginFormat& operator= (const VSTPluginFormat&);

	void recursiveFileSearch (StringArray& results, const File& dir, const bool recursive);
};

#endif
#endif   // __JUCE_VSTPLUGINFORMAT_JUCEHEADER__
/*** End of inlined file: juce_VSTPluginFormat.h ***/


#endif
#ifndef __JUCE_AUDIOPLUGINFORMAT_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOPLUGINFORMATMANAGER_JUCEHEADER__

/*** Start of inlined file: juce_AudioPluginFormatManager.h ***/
#ifndef __JUCE_AUDIOPLUGINFORMATMANAGER_JUCEHEADER__
#define __JUCE_AUDIOPLUGINFORMATMANAGER_JUCEHEADER__

/**
	This maintains a list of known AudioPluginFormats.

	@see AudioPluginFormat
*/
class JUCE_API  AudioPluginFormatManager  : public DeletedAtShutdown
{
public:

	AudioPluginFormatManager();

	/** Destructor. */
	~AudioPluginFormatManager();

	juce_DeclareSingleton_SingleThreaded (AudioPluginFormatManager, false);

	/** Adds any formats that it knows about, e.g. VST.
	*/
	void addDefaultFormats();

	/** Returns the number of types of format that are available.

		Use getFormat() to get one of them.
	*/
	int getNumFormats();

	/** Returns one of the available formats.

		@see getNumFormats
	*/
	AudioPluginFormat* getFormat (int index);

	/** Adds a format to the list.

		The object passed in will be owned and deleted by the manager.
	*/
	void addFormat (AudioPluginFormat* format);

	/** Tries to load the type for this description, by trying all the formats
		that this manager knows about.

		The caller is responsible for deleting the object that is returned.

		If it can't load the plugin, it returns 0 and leaves a message in the
		errorMessage string.
	*/
	AudioPluginInstance* createPluginInstance (const PluginDescription& description,
											   String& errorMessage) const;

	/** Checks that the file or component for this plugin actually still exists.

		(This won't try to load the plugin)
	*/
	bool doesPluginStillExist (const PluginDescription& description) const;

	juce_UseDebuggingNewOperator

private:
	OwnedArray <AudioPluginFormat> formats;

	AudioPluginFormatManager (const AudioPluginFormatManager&);
	AudioPluginFormatManager& operator= (const AudioPluginFormatManager&);
};

#endif   // __JUCE_AUDIOPLUGINFORMATMANAGER_JUCEHEADER__
/*** End of inlined file: juce_AudioPluginFormatManager.h ***/


#endif
#ifndef __JUCE_AUDIOPLUGININSTANCE_JUCEHEADER__

#endif
#ifndef __JUCE_KNOWNPLUGINLIST_JUCEHEADER__

/*** Start of inlined file: juce_KnownPluginList.h ***/
#ifndef __JUCE_KNOWNPLUGINLIST_JUCEHEADER__
#define __JUCE_KNOWNPLUGINLIST_JUCEHEADER__

/**
	Manages a list of plugin types.

	This can be easily edited, saved and loaded, and used to create instances of
	the plugin types in it.

	@see PluginListComponent
*/
class JUCE_API  KnownPluginList   : public ChangeBroadcaster
{
public:

	/** Creates an empty list.
	*/
	KnownPluginList();

	/** Destructor. */
	~KnownPluginList();

	/** Clears the list. */
	void clear();

	/** Returns the number of types currently in the list.
		@see getType
	*/
	int getNumTypes() const throw()				 { return types.size(); }

	/** Returns one of the types.
		@see getNumTypes
	*/
	PluginDescription* getType (int index) const throw()		{ return types [index]; }

	/** Looks for a type in the list which comes from this file.
	*/
	PluginDescription* getTypeForFile (const String& fileOrIdentifier) const;

	/** Looks for a type in the list which matches a plugin type ID.

		The identifierString parameter must have been created by
		PluginDescription::createIdentifierString().
	*/
	PluginDescription* getTypeForIdentifierString (const String& identifierString) const;

	/** Adds a type manually from its description. */
	bool addType (const PluginDescription& type);

	/** Removes a type. */
	void removeType (int index);

	/** Looks for all types that can be loaded from a given file, and adds them
		to the list.

		If dontRescanIfAlreadyInList is true, then the file will only be loaded and
		re-tested if it's not already in the list, or if the file's modification
		time has changed since the list was created. If dontRescanIfAlreadyInList is
		false, the file will always be reloaded and tested.

		Returns true if any new types were added, and all the types found in this
		file (even if it was already known and hasn't been re-scanned) get returned
		in the array.
	*/
	bool scanAndAddFile (const String& possiblePluginFileOrIdentifier,
						 bool dontRescanIfAlreadyInList,
						 OwnedArray <PluginDescription>& typesFound,
						 AudioPluginFormat& formatToUse);

	/** Returns true if the specified file is already known about and if it
		hasn't been modified since our entry was created.
	*/
	bool isListingUpToDate (const String& possiblePluginFileOrIdentifier) const;

	/** Scans and adds a bunch of files that might have been dragged-and-dropped.

		If any types are found in the files, their descriptions are returned in the array.
	*/
	void scanAndAddDragAndDroppedFiles (const StringArray& filenames,
										OwnedArray <PluginDescription>& typesFound);

	/** Sort methods used to change the order of the plugins in the list.
	*/
	enum SortMethod
	{
		defaultOrder = 0,
		sortAlphabetically,
		sortByCategory,
		sortByManufacturer,
		sortByFileSystemLocation
	};

	/** Adds all the plugin types to a popup menu so that the user can select one.

		Depending on the sort method, it may add sub-menus for categories,
		manufacturers, etc.

		Use getIndexChosenByMenu() to find out the type that was chosen.
	*/
	void addToMenu (PopupMenu& menu,
					const SortMethod sortMethod) const;

	/** Converts a menu item index that has been chosen into its index in this list.

		Returns -1 if it's not an ID that was used.

		@see addToMenu
	*/
	int getIndexChosenByMenu (int menuResultCode) const;

	/** Sorts the list. */
	void sort (const SortMethod method);

	/** Creates some XML that can be used to store the state of this list.
	*/
	XmlElement* createXml() const;

	/** Recreates the state of this list from its stored XML format.
	*/
	void recreateFromXml (const XmlElement& xml);

	juce_UseDebuggingNewOperator

private:
	OwnedArray <PluginDescription> types;

	KnownPluginList (const KnownPluginList&);
	KnownPluginList& operator= (const KnownPluginList&);
};

#endif   // __JUCE_KNOWNPLUGINLIST_JUCEHEADER__
/*** End of inlined file: juce_KnownPluginList.h ***/


#endif
#ifndef __JUCE_PLUGINDESCRIPTION_JUCEHEADER__

#endif
#ifndef __JUCE_PLUGINDIRECTORYSCANNER_JUCEHEADER__

/*** Start of inlined file: juce_PluginDirectoryScanner.h ***/
#ifndef __JUCE_PLUGINDIRECTORYSCANNER_JUCEHEADER__
#define __JUCE_PLUGINDIRECTORYSCANNER_JUCEHEADER__

/**
	Scans a directory for plugins, and adds them to a KnownPluginList.

	To use one of these, create it and call scanNextFile() repeatedly, until
	it returns false.
*/
class JUCE_API  PluginDirectoryScanner
{
public:

	/**
		Creates a scanner.

		@param listToAddResultsTo	   this will get the new types added to it.
		@param formatToLookFor	  this is the type of format that you want to look for
		@param directoriesToSearch	  the path to search
		@param searchRecursively	true to search recursively
		@param deadMansPedalFile	if this isn't File::nonexistent, then it will
										be used as a file to store the names of any plugins
										that crash during initialisation. If there are
										any plugins listed in it, then these will always
										be scanned after all other possible files have
										been tried - in this way, even if there's a few
										dodgy plugins in your path, then a couple of rescans
										will still manage to find all the proper plugins.
										It's probably best to choose a file in the user's
										application data directory (alongside your app's
										settings file) for this. The file format it uses
										is just a list of filenames of the modules that
										failed.
	*/
	PluginDirectoryScanner (KnownPluginList& listToAddResultsTo,
							AudioPluginFormat& formatToLookFor,
							FileSearchPath directoriesToSearch,
							bool searchRecursively,
							const File& deadMansPedalFile);

	/** Destructor. */
	~PluginDirectoryScanner();

	/** Tries the next likely-looking file.

		If dontRescanIfAlreadyInList is true, then the file will only be loaded and
		re-tested if it's not already in the list, or if the file's modification
		time has changed since the list was created. If dontRescanIfAlreadyInList is
		false, the file will always be reloaded and tested.

		Returns false when there are no more files to try.
	*/
	bool scanNextFile (bool dontRescanIfAlreadyInList);

	/** Skips over the next file without scanning it.
		Returns false when there are no more files to try.
	*/
	bool skipNextFile();

	/** Returns the description of the plugin that will be scanned during the next
		call to scanNextFile().

		This is handy if you want to show the user which file is currently getting
		scanned.
	*/
	const String getNextPluginFileThatWillBeScanned() const;

	/** Returns the estimated progress, between 0 and 1.
	*/
	float getProgress() const					   { return progress; }

	/** This returns a list of all the filenames of things that looked like being
		a plugin file, but which failed to open for some reason.
	*/
	const StringArray& getFailedFiles() const throw()		   { return failedFiles; }

	juce_UseDebuggingNewOperator

private:
	KnownPluginList& list;
	AudioPluginFormat& format;
	StringArray filesOrIdentifiersToScan;
	File deadMansPedalFile;
	StringArray failedFiles;
	int nextIndex;
	float progress;

	const StringArray getDeadMansPedalFile();
	void setDeadMansPedalFile (const StringArray& newContents);

	PluginDirectoryScanner (const PluginDirectoryScanner&);
	PluginDirectoryScanner& operator= (const PluginDirectoryScanner&);
};

#endif   // __JUCE_PLUGINDIRECTORYSCANNER_JUCEHEADER__
/*** End of inlined file: juce_PluginDirectoryScanner.h ***/


#endif
#ifndef __JUCE_PLUGINLISTCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_PluginListComponent.h ***/
#ifndef __JUCE_PLUGINLISTCOMPONENT_JUCEHEADER__
#define __JUCE_PLUGINLISTCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_ListBox.h ***/
#ifndef __JUCE_LISTBOX_JUCEHEADER__
#define __JUCE_LISTBOX_JUCEHEADER__

class ListViewport;

/**
	A subclass of this is used to drive a ListBox.

	@see ListBox
*/
class JUCE_API  ListBoxModel
{
public:

	/** Destructor. */
	virtual ~ListBoxModel()  {}

	/** This has to return the number of items in the list.

		@see ListBox::getNumRows()
	*/
	virtual int getNumRows() = 0;

	/** This method must be implemented to draw a row of the list.
	*/
	virtual void paintListBoxItem (int rowNumber,
								   Graphics& g,
								   int width, int height,
								   bool rowIsSelected) = 0;

	/** This is used to create or update a custom component to go in a row of the list.

		Any row may contain a custom component, or can just be drawn with the paintListBoxItem() method
		and handle mouse clicks with listBoxItemClicked().

		This method will be called whenever a custom component might need to be updated - e.g.
		when the table is changed, or TableListBox::updateContent() is called.

		If you don't need a custom component for the specified row, then return 0.

		If you do want a custom component, and the existingComponentToUpdate is null, then
		this method must create a suitable new component and return it.

		If the existingComponentToUpdate is non-null, it will be a pointer to a component previously created
		by this method. In this case, the method must either update it to make sure it's correctly representing
		the given row (which may be different from the one that the component was created for), or it can
		delete this component and return a new one.

		The component that your method returns will be deleted by the ListBox when it is no longer needed.
	*/
	virtual Component* refreshComponentForRow (int rowNumber, bool isRowSelected,
											   Component* existingComponentToUpdate);

	/** This can be overridden to react to the user clicking on a row.

		@see listBoxItemDoubleClicked
	*/
	virtual void listBoxItemClicked (int row, const MouseEvent& e);

	/** This can be overridden to react to the user double-clicking on a row.

		@see listBoxItemClicked
	*/
	virtual void listBoxItemDoubleClicked (int row, const MouseEvent& e);

	/** This can be overridden to react to the user double-clicking on a part of the list where
		there are no rows.

		@see listBoxItemClicked
	*/
	virtual void backgroundClicked();

	/** Override this to be informed when rows are selected or deselected.

		This will be called whenever a row is selected or deselected. If a range of
		rows is selected all at once, this will just be called once for that event.

		@param lastRowSelected	  the last row that the user selected. If no
									rows are currently selected, this may be -1.
	*/
	virtual void selectedRowsChanged (int lastRowSelected);

	/** Override this to be informed when the delete key is pressed.

		If no rows are selected when they press the key, this won't be called.

		@param lastRowSelected   the last row that had been selected when they pressed the
								 key - if there are multiple selections, this might not be
								 very useful
	*/
	virtual void deleteKeyPressed (int lastRowSelected);

	/** Override this to be informed when the return key is pressed.

		If no rows are selected when they press the key, this won't be called.

		@param lastRowSelected   the last row that had been selected when they pressed the
								 key - if there are multiple selections, this might not be
								  very useful
	*/
	virtual void returnKeyPressed (int lastRowSelected);

	/** Override this to be informed when the list is scrolled.

		This might be caused by the user moving the scrollbar, or by programmatic changes
		to the list position.
	*/
	virtual void listWasScrolled();

	/** To allow rows from your list to be dragged-and-dropped, implement this method.

		If this returns a non-empty name then when the user drags a row, the listbox will
		try to find a DragAndDropContainer in its parent hierarchy, and will use it to trigger
		a drag-and-drop operation, using this string as the source description, with the listbox
		itself as the source component.

		@see DragAndDropContainer::startDragging
	*/
	virtual const String getDragSourceDescription (const SparseSet<int>& currentlySelectedRows);

	/** You can override this to provide tool tips for specific rows.
		@see TooltipClient
	*/
	virtual const String getTooltipForRow (int row);
};

/**
	A list of items that can be scrolled vertically.

	To create a list, you'll need to create a subclass of ListBoxModel. This can
	either paint each row of the list and respond to events via callbacks, or for
	more specialised tasks, it can supply a custom component to fill each row.

	@see ComboBox, TableListBox
*/
class JUCE_API  ListBox  : public Component,
						   public SettableTooltipClient
{
public:

	/** Creates a ListBox.

		The model pointer passed-in can be null, in which case you can set it later
		with setModel().
	*/
	ListBox (const String& componentName = String::empty,
			 ListBoxModel* model = 0);

	/** Destructor. */
	~ListBox();

	/** Changes the current data model to display. */
	void setModel (ListBoxModel* newModel);

	/** Returns the current list model. */
	ListBoxModel* getModel() const throw()			  { return model; }

	/** Causes the list to refresh its content.

		Call this when the number of rows in the list changes, or if you want it
		to call refreshComponentForRow() on all the row components.

		Be careful not to call it from a different thread, though, as it's not
		thread-safe.
	*/
	void updateContent();

	/** Turns on multiple-selection of rows.

		By default this is disabled.

		When your row component gets clicked you'll need to call the
		selectRowsBasedOnModifierKeys() method to tell the list that it's been
		clicked and to get it to do the appropriate selection based on whether
		the ctrl/shift keys are held down.
	*/
	void setMultipleSelectionEnabled (bool shouldBeEnabled);

	/** Makes the list react to mouse moves by selecting the row that the mouse if over.

		This function is here primarily for the ComboBox class to use, but might be
		useful for some other purpose too.
	*/
	void setMouseMoveSelectsRows (bool shouldSelect);

	/** Selects a row.

		If the row is already selected, this won't do anything.

		@param rowNumber		the row to select
		@param dontScrollToShowThisRow  if true, the list's position won't change; if false and
										the selected row is off-screen, it'll scroll to make
										sure that row is on-screen
		@param deselectOthersFirst	  if true and there are multiple selections, these will
										first be deselected before this item is selected
		@see isRowSelected, selectRowsBasedOnModifierKeys, flipRowSelection, deselectRow,
			 deselectAllRows, selectRangeOfRows
	*/
	void selectRow (int rowNumber,
					bool dontScrollToShowThisRow = false,
					bool deselectOthersFirst = true);

	/** Selects a set of rows.

		This will add these rows to the current selection, so you might need to
		clear the current selection first with deselectAllRows()

		@param firstRow	 the first row to select (inclusive)
		@param lastRow	  the last row to select (inclusive)
	*/
	void selectRangeOfRows (int firstRow,
							int lastRow);

	/** Deselects a row.

		If it's not currently selected, this will do nothing.

		@see selectRow, deselectAllRows
	*/
	void deselectRow (int rowNumber);

	/** Deselects any currently selected rows.

		@see deselectRow
	*/
	void deselectAllRows();

	/** Selects or deselects a row.

		If the row's currently selected, this deselects it, and vice-versa.
	*/
	void flipRowSelection (int rowNumber);

	/** Returns a sparse set indicating the rows that are currently selected.

		@see setSelectedRows
	*/
	const SparseSet<int> getSelectedRows() const;

	/** Sets the rows that should be selected, based on an explicit set of ranges.

		If sendNotificationEventToModel is true, the ListBoxModel::selectedRowsChanged()
		method will be called. If it's false, no notification will be sent to the model.

		@see getSelectedRows
	*/
	void setSelectedRows (const SparseSet<int>& setOfRowsToBeSelected,
						  bool sendNotificationEventToModel = true);

	/** Checks whether a row is selected.
	*/
	bool isRowSelected (int rowNumber) const;

	/** Returns the number of rows that are currently selected.

		@see getSelectedRow, isRowSelected, getLastRowSelected
	*/
	int getNumSelectedRows() const;

	/** Returns the row number of a selected row.

		This will return the row number of the Nth selected row. The row numbers returned will
		be sorted in order from low to high.

		@param index	the index of the selected row to return, (from 0 to getNumSelectedRows() - 1)
		@returns	the row number, or -1 if the index was out of range or if there aren't any rows
						selected
		@see getNumSelectedRows, isRowSelected, getLastRowSelected
	*/
	int getSelectedRow (int index = 0) const;

	/** Returns the last row that the user selected.

		This isn't the same as the highest row number that is currently selected - if the user
		had multiply-selected rows 10, 5 and then 6 in that order, this would return 6.

		If nothing is selected, it will return -1.
	*/
	int getLastRowSelected() const;

	/** Multiply-selects rows based on the modifier keys.

		If no modifier keys are down, this will select the given row and
		deselect any others.

		If the ctrl (or command on the Mac) key is down, it'll flip the
		state of the selected row.

		If the shift key is down, it'll select up to the given row from the
		last row selected.

		@see selectRow
	*/
	void selectRowsBasedOnModifierKeys (int rowThatWasClickedOn,
										const ModifierKeys& modifiers);

	/** Scrolls the list to a particular position.

		The proportion is between 0 and 1.0, so 0 scrolls to the top of the list,
		1.0 scrolls to the bottom.

		If the total number of rows all fit onto the screen at once, then this
		method won't do anything.

		@see getVerticalPosition
	*/
	void setVerticalPosition (double newProportion);

	/** Returns the current vertical position as a proportion of the total.

		This can be used in conjunction with setVerticalPosition() to save and restore
		the list's position. It returns a value in the range 0 to 1.

		@see setVerticalPosition
	*/
	double getVerticalPosition() const;

	/** Scrolls if necessary to make sure that a particular row is visible.
	*/
	void scrollToEnsureRowIsOnscreen (int row);

	/** Returns a pointer to the scrollbar.

		(Unlikely to be useful for most people).
	*/
	ScrollBar* getVerticalScrollBar() const throw();

	/** Returns a pointer to the scrollbar.

		(Unlikely to be useful for most people).
	*/
	ScrollBar* getHorizontalScrollBar() const throw();

	/** Finds the row index that contains a given x,y position.

		The position is relative to the ListBox's top-left.

		If no row exists at this position, the method will return -1.

		@see getComponentForRowNumber
	*/
	int getRowContainingPosition (int x, int y) const throw();

	/** Finds a row index that would be the most suitable place to insert a new
		item for a given position.

		This is useful when the user is e.g. dragging and dropping onto the listbox,
		because it lets you easily choose the best position to insert the item that
		they drop, based on where they drop it.

		If the position is out of range, this will return -1. If the position is
		beyond the end of the list, it will return getNumRows() to indicate the end
		of the list.

		@see getComponentForRowNumber
	*/
	int getInsertionIndexForPosition (int x, int y) const throw();

	/** Returns the position of one of the rows, relative to the top-left of
		the listbox.

		This may be off-screen, and the range of the row number that is passed-in is
		not checked to see if it's a valid row.
	*/
	const Rectangle<int> getRowPosition (int rowNumber,
										 bool relativeToComponentTopLeft) const throw();

	/** Finds the row component for a given row in the list.

		The component returned will have been created using createRowComponent().

		If the component for this row is off-screen or if the row is out-of-range,
		this will return 0.

		@see getRowContainingPosition
	*/
	Component* getComponentForRowNumber (int rowNumber) const throw();

	/** Returns the row number that the given component represents.

		If the component isn't one of the list's rows, this will return -1.
	*/
	int getRowNumberOfComponent (Component* rowComponent) const throw();

	/** Returns the width of a row (which may be less than the width of this component
		if there's a scrollbar).
	*/
	int getVisibleRowWidth() const throw();

	/** Sets the height of each row in the list.

		The default height is 22 pixels.

		@see getRowHeight
	*/
	void setRowHeight (int newHeight);

	/** Returns the height of a row in the list.

		@see setRowHeight
	*/
	int getRowHeight() const throw()   { return rowHeight; }

	/** Returns the number of rows actually visible.

		This is the number of whole rows which will fit on-screen, so the value might
		be more than the actual number of rows in the list.
	*/
	int getNumRowsOnScreen() const throw();

	/** A set of colour IDs to use to change the colour of various aspects of the label.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1002800, /**< The background colour to fill the list with.
												  Make this transparent if you don't want the background to be filled. */
		outlineColourId	 = 0x1002810, /**< An optional colour to use to draw a border around the list.
												  Make this transparent to not have an outline. */
		textColourId		= 0x1002820  /**< The preferred colour to use for drawing text in the listbox. */
	};

	/** Sets the thickness of a border that will be drawn around the box.

		To set the colour of the outline, use @code setColour (ListBox::outlineColourId, colourXYZ); @endcode
		@see outlineColourId
	*/
	void setOutlineThickness (int outlineThickness);

	/** Returns the thickness of outline that will be drawn around the listbox.

		@see setOutlineColour
	*/
	int getOutlineThickness() const throw()	{ return outlineThickness; }

	/** Sets a component that the list should use as a header.

		This will position the given component at the top of the list, maintaining the
		height of the component passed-in, but rescaling it horizontally to match the
		width of the items in the listbox.

		The component will be deleted when setHeaderComponent() is called with a
		different component, or when the listbox is deleted.
	*/
	void setHeaderComponent (Component* newHeaderComponent);

	/** Changes the width of the rows in the list.

		This can be used to make the list's row components wider than the list itself - the
		width of the rows will be either the width of the list or this value, whichever is
		greater, and if the rows become wider than the list, a horizontal scrollbar will
		appear.

		The default value for this is 0, which means that the rows will always
		be the same width as the list.
	*/
	void setMinimumContentWidth (int newMinimumWidth);

	/** Returns the space currently available for the row items, taking into account
		borders, scrollbars, etc.
	*/
	int getVisibleContentWidth() const throw();

	/** Repaints one of the rows.

		This is a lightweight alternative to calling updateContent, and just causes a
		repaint of the row's area.
	*/
	void repaintRow (int rowNumber) throw();

	/** This fairly obscure method creates an image that just shows the currently
		selected row components.

		It's a handy method for doing drag-and-drop, as it can be passed to the
		DragAndDropContainer for use as the drag image.

		Note that it will make the row components temporarily invisible, so if you're
		using custom components this could affect them if they're sensitive to that
		sort of thing.

		@see Component::createComponentSnapshot
	*/
	virtual const Image createSnapshotOfSelectedRows (int& x, int& y);

	/** Returns the viewport that this ListBox uses.

		You may need to use this to change parameters such as whether scrollbars
		are shown, etc.
	*/
	Viewport* getViewport() const throw();

	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	bool keyStateChanged (bool isKeyDown);
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void paintOverChildren (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void visibilityChanged();
	/** @internal */
	void mouseWheelMove (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);
	/** @internal */
	void mouseMove (const MouseEvent&);
	/** @internal */
	void mouseExit (const MouseEvent&);
	/** @internal */
	void mouseUp (const MouseEvent&);
	/** @internal */
	void colourChanged();
	/** @internal */
	void startDragAndDrop (const MouseEvent& e, const String& dragDescription);

	juce_UseDebuggingNewOperator

private:

	friend class ListViewport;
	friend class TableListBox;
	ListBoxModel* model;
	ScopedPointer<ListViewport> viewport;
	ScopedPointer<Component> headerComponent;
	int totalItems, rowHeight, minimumRowWidth;
	int outlineThickness;
	int lastRowSelected;
	bool mouseMoveSelects, multipleSelection, hasDoneInitialUpdate;
	SparseSet <int> selected;

	void selectRowInternal (int rowNumber,
							bool dontScrollToShowThisRow,
							bool deselectOthersFirst,
							bool isMouseClick);

	ListBox (const ListBox&);
	ListBox& operator= (const ListBox&);
};

#endif   // __JUCE_LISTBOX_JUCEHEADER__
/*** End of inlined file: juce_ListBox.h ***/


/*** Start of inlined file: juce_TextButton.h ***/
#ifndef __JUCE_TEXTBUTTON_JUCEHEADER__
#define __JUCE_TEXTBUTTON_JUCEHEADER__

/**
	A button that uses the standard lozenge-shaped background with a line of
	text on it.

	@see Button, DrawableButton
*/
class JUCE_API  TextButton  : public Button
{
public:

	/** Creates a TextButton.

		@param buttonName	   the text to put in the button (the component's name is also
									initially set to this string, but these can be changed later
									using the setName() and setButtonText() methods)
		@param toolTip		  an optional string to use as a toolip

		@see Button
	*/
	TextButton (const String& buttonName = String::empty,
				const String& toolTip = String::empty);

	/** Destructor. */
	~TextButton();

	/** A set of colour IDs to use to change the colour of various aspects of the button.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		buttonColourId		  = 0x1000100,  /**< The colour used to fill the button shape (when the button is toggled
														   'off'). The look-and-feel class might re-interpret this to add
														   effects, etc. */
		buttonOnColourId		= 0x1000101,  /**< The colour used to fill the button shape (when the button is toggled
														   'on'). The look-and-feel class might re-interpret this to add
														   effects, etc. */
		textColourOffId                 = 0x1000102,  /**< The colour to use for the button's text when the button's toggle state is "off". */
		textColourOnId                  = 0x1000103   /**< The colour to use for the button's text.when the button's toggle state is "on". */
	};

	/** Resizes the button to fit neatly around its current text.

		If newHeight is >= 0, the button's height will be changed to this
		value. If it's less than zero, its height will be unaffected.
	*/
	void changeWidthToFitText (int newHeight = -1);

	/** This can be overridden to use different fonts than the default one.

		Note that you'll need to set the font's size appropriately, too.
	*/
	virtual const Font getFont();

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paintButton (Graphics& g, bool isMouseOverButton, bool isButtonDown);
	/** @internal */
	void colourChanged();

private:
	TextButton (const TextButton&);
	TextButton& operator= (const TextButton&);
};

#endif   // __JUCE_TEXTBUTTON_JUCEHEADER__
/*** End of inlined file: juce_TextButton.h ***/

/**
	A component displaying a list of plugins, with options to scan for them,
	add, remove and sort them.
*/
class JUCE_API  PluginListComponent   : public Component,
										public ListBoxModel,
										public ChangeListener,
										public ButtonListener,  // (can't use Button::Listener due to idiotic VC2005 bug)
										public Timer
{
public:

	/**
		Creates the list component.

		For info about the deadMansPedalFile, see the PluginDirectoryScanner constructor.

		The properties file, if supplied, is used to store the user's last search paths.
	*/
	PluginListComponent (KnownPluginList& listToRepresent,
						 const File& deadMansPedalFile,
						 PropertiesFile* propertiesToUse);

	/** Destructor. */
	~PluginListComponent();

	/** @internal */
	void resized();
	/** @internal */
	bool isInterestedInFileDrag (const StringArray& files);
	/** @internal */
	void filesDropped (const StringArray& files, int, int);
	/** @internal */
	int getNumRows();
	/** @internal */
	void paintListBoxItem (int row, Graphics& g, int width, int height, bool rowIsSelected);
	/** @internal */
	void deleteKeyPressed (int lastRowSelected);
	/** @internal */
	void buttonClicked (Button* b);
	/** @internal */
	void changeListenerCallback (void*);
	/** @internal */
	void timerCallback();

	juce_UseDebuggingNewOperator

private:
	KnownPluginList& list;
	File deadMansPedalFile;
	ListBox listBox;
	TextButton optionsButton;
	PropertiesFile* propertiesToUse;
	int typeToScan;

	void scanFor (AudioPluginFormat* format);

	PluginListComponent (const PluginListComponent&);
	PluginListComponent& operator= (const PluginListComponent&);
};

#endif   // __JUCE_PLUGINLISTCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_PluginListComponent.h ***/


#endif
#ifndef __JUCE_AUDIOPLAYHEAD_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOPROCESSOR_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOPROCESSOREDITOR_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOPROCESSORGRAPH_JUCEHEADER__

/*** Start of inlined file: juce_AudioProcessorGraph.h ***/
#ifndef __JUCE_AUDIOPROCESSORGRAPH_JUCEHEADER__
#define __JUCE_AUDIOPROCESSORGRAPH_JUCEHEADER__

/**
	A type of AudioProcessor which plays back a graph of other AudioProcessors.

	Use one of these objects if you want to wire-up a set of AudioProcessors
	and play back the result.

	Processors can be added to the graph as "nodes" using addNode(), and once
	added, you can connect any of their input or output channels to other
	nodes using addConnection().

	To play back a graph through an audio device, you might want to use an
	AudioProcessorPlayer object.
*/
class JUCE_API  AudioProcessorGraph   : public AudioProcessor,
										public AsyncUpdater
{
public:

	/** Creates an empty graph.
	*/
	AudioProcessorGraph();

	/** Destructor.

		Any processor objects that have been added to the graph will also be deleted.
	*/
	~AudioProcessorGraph();

	/** Represents one of the nodes, or processors, in an AudioProcessorGraph.

		To create a node, call AudioProcessorGraph::addNode().
	*/
	class JUCE_API  Node   : public ReferenceCountedObject
	{
	public:
		/** Destructor.
		*/
		~Node();

		/** The ID number assigned to this node.

			This is assigned by the graph that owns it, and can't be changed.
		*/
		const uint32 id;

		/** The actual processor object that this node represents. */
		AudioProcessor* getProcessor() const throw()		{ return processor; }

		/** A set of user-definable properties that are associated with this node.

			This can be used to attach values to the node for whatever purpose seems
			useful. For example, you might store an x and y position if your application
			is displaying the nodes on-screen.
		*/
		NamedValueSet properties;

		/** A convenient typedef for referring to a pointer to a node object.
		*/
		typedef ReferenceCountedObjectPtr <Node> Ptr;

		juce_UseDebuggingNewOperator

	private:
		friend class AudioProcessorGraph;

		const ScopedPointer<AudioProcessor> processor;
		bool isPrepared;

		Node (uint32 id, AudioProcessor* processor);

		void prepare (double sampleRate, int blockSize, AudioProcessorGraph* graph);
		void unprepare();

		Node (const Node&);
		Node& operator= (const Node&);
	};

	/** Represents a connection between two channels of two nodes in an AudioProcessorGraph.

		To create a connection, use AudioProcessorGraph::addConnection().
	*/
	struct JUCE_API  Connection
	{
	public:

		/** The ID number of the node which is the input source for this connection.
			@see AudioProcessorGraph::getNodeForId
		*/
		uint32 sourceNodeId;

		/** The index of the output channel of the source node from which this
			connection takes its data.

			If this value is the special number AudioProcessorGraph::midiChannelIndex, then
			it is referring to the source node's midi output. Otherwise, it is the zero-based
			index of an audio output channel in the source node.
		*/
		int sourceChannelIndex;

		/** The ID number of the node which is the destination for this connection.
			@see AudioProcessorGraph::getNodeForId
		*/
		uint32 destNodeId;

		/** The index of the input channel of the destination node to which this
			connection delivers its data.

			If this value is the special number AudioProcessorGraph::midiChannelIndex, then
			it is referring to the destination node's midi input. Otherwise, it is the zero-based
			index of an audio input channel in the destination node.
		*/
		int destChannelIndex;

		juce_UseDebuggingNewOperator

	private:
	};

	/** Deletes all nodes and connections from this graph.

		Any processor objects in the graph will be deleted.
	*/
	void clear();

	/** Returns the number of nodes in the graph. */
	int getNumNodes() const					 { return nodes.size(); }

	/** Returns a pointer to one of the nodes in the graph.

		This will return 0 if the index is out of range.
		@see getNodeForId
	*/
	Node* getNode (const int index) const			   { return nodes [index]; }

	/** Searches the graph for a node with the given ID number and returns it.

		If no such node was found, this returns 0.
		@see getNode
	*/
	Node* getNodeForId (const uint32 nodeId) const;

	/** Adds a node to the graph.

		This creates a new node in the graph, for the specified processor. Once you have
		added a processor to the graph, the graph owns it and will delete it later when
		it is no longer needed.

		The optional nodeId parameter lets you specify an ID to use for the node, but
		if the value is already in use, this new node will overwrite the old one.

		If this succeeds, it returns a pointer to the newly-created node.
	*/
	Node* addNode (AudioProcessor* newProcessor, uint32 nodeId = 0);

	/** Deletes a node within the graph which has the specified ID.

		This will also delete any connections that are attached to this node.
	*/
	bool removeNode (uint32 nodeId);

	/** Returns the number of connections in the graph. */
	int getNumConnections() const					   { return connections.size(); }

	/** Returns a pointer to one of the connections in the graph. */
	const Connection* getConnection (int index) const		   { return connections [index]; }

	/** Searches for a connection between some specified channels.

		If no such connection is found, this returns 0.
	*/
	const Connection* getConnectionBetween (uint32 sourceNodeId,
											int sourceChannelIndex,
											uint32 destNodeId,
											int destChannelIndex) const;

	/** Returns true if there is a connection between any of the channels of
		two specified nodes.
	*/
	bool isConnected (uint32 possibleSourceNodeId,
					  uint32 possibleDestNodeId) const;

	/** Returns true if it would be legal to connect the specified points.
	*/
	bool canConnect (uint32 sourceNodeId, int sourceChannelIndex,
					 uint32 destNodeId, int destChannelIndex) const;

	/** Attempts to connect two specified channels of two nodes.

		If this isn't allowed (e.g. because you're trying to connect a midi channel
		to an audio one or other such nonsense), then it'll return false.
	*/
	bool addConnection (uint32 sourceNodeId, int sourceChannelIndex,
						uint32 destNodeId, int destChannelIndex);

	/** Deletes the connection with the specified index.

		Returns true if a connection was actually deleted.
	*/
	void removeConnection (int index);

	/** Deletes any connection between two specified points.

		Returns true if a connection was actually deleted.
	*/
	bool removeConnection (uint32 sourceNodeId, int sourceChannelIndex,
						   uint32 destNodeId, int destChannelIndex);

	/** Removes all connections from the specified node.
	*/
	bool disconnectNode (uint32 nodeId);

	/** Performs a sanity checks of all the connections.

		This might be useful if some of the processors are doing things like changing
		their channel counts, which could render some connections obsolete.
	*/
	bool removeIllegalConnections();

	/** A special number that represents the midi channel of a node.

		This is used as a channel index value if you want to refer to the midi input
		or output instead of an audio channel.
	*/
	static const int midiChannelIndex;

	/** A special type of AudioProcessor that can live inside an AudioProcessorGraph
		in order to use the audio that comes into and out of the graph itself.

		If you create an AudioGraphIOProcessor in "input" mode, it will act as a
		node in the graph which delivers the audio that is coming into the parent
		graph. This allows you to stream the data to other nodes and process the
		incoming audio.

		Likewise, one of these in "output" mode can be sent data which it will add to
		the sum of data being sent to the graph's output.

		@see AudioProcessorGraph
	*/
	class JUCE_API  AudioGraphIOProcessor	 : public AudioPluginInstance
	{
	public:
		/** Specifies the mode in which this processor will operate.
		*/
		enum IODeviceType
		{
			audioInputNode,	 /**< In this mode, the processor has output channels
									 representing all the audio input channels that are
									 coming into its parent audio graph. */
			audioOutputNode,	/**< In this mode, the processor has input channels
									 representing all the audio output channels that are
									 going out of its parent audio graph. */
			midiInputNode,	  /**< In this mode, the processor has a midi output which
									 delivers the same midi data that is arriving at its
									 parent graph. */
			midiOutputNode	  /**< In this mode, the processor has a midi input and
									 any data sent to it will be passed out of the parent
									 graph. */
		};

		/** Returns the mode of this processor. */
		IODeviceType getType() const				{ return type; }

		/** Returns the parent graph to which this processor belongs, or 0 if it
			hasn't yet been added to one. */
		AudioProcessorGraph* getParentGraph() const		 { return graph; }

		/** True if this is an audio or midi input. */
		bool isInput() const;
		/** True if this is an audio or midi output. */
		bool isOutput() const;

		AudioGraphIOProcessor (const IODeviceType type);
		~AudioGraphIOProcessor();

		const String getName() const;
		void fillInPluginDescription (PluginDescription& d) const;

		void prepareToPlay (double sampleRate, int estimatedSamplesPerBlock);
		void releaseResources();
		void processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages);

		const String getInputChannelName (int channelIndex) const;
		const String getOutputChannelName (int channelIndex) const;
		bool isInputChannelStereoPair (int index) const;
		bool isOutputChannelStereoPair (int index) const;
		bool acceptsMidi() const;
		bool producesMidi() const;

		bool hasEditor() const;
		AudioProcessorEditor* createEditor();

		int getNumParameters();
		const String getParameterName (int);
		float getParameter (int);
		const String getParameterText (int);
		void setParameter (int, float);

		int getNumPrograms();
		int getCurrentProgram();
		void setCurrentProgram (int);
		const String getProgramName (int);
		void changeProgramName (int, const String&);

		void getStateInformation (JUCE_NAMESPACE::MemoryBlock& destData);
		void setStateInformation (const void* data, int sizeInBytes);

		/** @internal */
		void setParentGraph (AudioProcessorGraph* graph);

		juce_UseDebuggingNewOperator

	private:
		const IODeviceType type;
		AudioProcessorGraph* graph;

		AudioGraphIOProcessor (const AudioGraphIOProcessor&);
		AudioGraphIOProcessor& operator= (const AudioGraphIOProcessor&);
	};

	// AudioProcessor methods:

	const String getName() const;

	void prepareToPlay (double sampleRate, int estimatedSamplesPerBlock);
	void releaseResources();
	void processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages);

	const String getInputChannelName (int channelIndex) const;
	const String getOutputChannelName (int channelIndex) const;
	bool isInputChannelStereoPair (int index) const;
	bool isOutputChannelStereoPair (int index) const;

	bool acceptsMidi() const;
	bool producesMidi() const;

	bool hasEditor() const			  { return false; }
	AudioProcessorEditor* createEditor()		{ return 0; }

	int getNumParameters()			  { return 0; }
	const String getParameterName (int)		 { return String::empty; }
	float getParameter (int)			{ return 0; }
	const String getParameterText (int)		 { return String::empty; }
	void setParameter (int, float)		  { }

	int getNumPrograms()				{ return 0; }
	int getCurrentProgram()			 { return 0; }
	void setCurrentProgram (int)			{ }
	const String getProgramName (int)		   { return String::empty; }
	void changeProgramName (int, const String&)	 { }

	void getStateInformation (JUCE_NAMESPACE::MemoryBlock& destData);
	void setStateInformation (const void* data, int sizeInBytes);

	/** @internal */
	void handleAsyncUpdate();

	juce_UseDebuggingNewOperator

private:
	ReferenceCountedArray <Node> nodes;
	OwnedArray <Connection> connections;
	int lastNodeId;
	AudioSampleBuffer renderingBuffers;
	OwnedArray <MidiBuffer> midiBuffers;

	CriticalSection renderLock;
	Array<void*> renderingOps;

	friend class AudioGraphIOProcessor;
	AudioSampleBuffer* currentAudioInputBuffer;
	AudioSampleBuffer currentAudioOutputBuffer;
	MidiBuffer* currentMidiInputBuffer;
	MidiBuffer currentMidiOutputBuffer;

	void clearRenderingSequence();
	void buildRenderingSequence();

	bool isAnInputTo (uint32 possibleInputId, uint32 possibleDestinationId, int recursionCheck) const;

	AudioProcessorGraph (const AudioProcessorGraph&);
	AudioProcessorGraph& operator= (const AudioProcessorGraph&);
};

#endif   // __JUCE_AUDIOPROCESSORGRAPH_JUCEHEADER__
/*** End of inlined file: juce_AudioProcessorGraph.h ***/


#endif
#ifndef __JUCE_AUDIOPROCESSORLISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_AUDIOPROCESSORPLAYER_JUCEHEADER__

/*** Start of inlined file: juce_AudioProcessorPlayer.h ***/
#ifndef __JUCE_AUDIOPROCESSORPLAYER_JUCEHEADER__
#define __JUCE_AUDIOPROCESSORPLAYER_JUCEHEADER__

/**
	An AudioIODeviceCallback object which streams audio through an AudioProcessor.

	To use one of these, just make it the callback used by your AudioIODevice, and
	give it a processor to use by calling setProcessor().

	It's also a MidiInputCallback, so you can connect it to both an audio and midi
	input to send both streams through the processor.

	@see AudioProcessor, AudioProcessorGraph
*/
class JUCE_API  AudioProcessorPlayer	: public AudioIODeviceCallback,
										  public MidiInputCallback
{
public:

	/**
	*/
	AudioProcessorPlayer();

	/** Destructor. */
	virtual ~AudioProcessorPlayer();

	/** Sets the processor that should be played.

		The processor that is passed in will not be deleted or owned by this object.
		To stop anything playing, pass in 0 to this method.
	*/
	void setProcessor (AudioProcessor* processorToPlay);

	/** Returns the current audio processor that is being played.
	*/
	AudioProcessor* getCurrentProcessor() const			 { return processor; }

	/** Returns a midi message collector that you can pass midi messages to if you
		want them to be injected into the midi stream that is being sent to the
		processor.
	*/
	MidiMessageCollector& getMidiMessageCollector()		 { return messageCollector; }

	/** @internal */
	void audioDeviceIOCallback (const float** inputChannelData,
								int totalNumInputChannels,
								float** outputChannelData,
								int totalNumOutputChannels,
								int numSamples);
	/** @internal */
	void audioDeviceAboutToStart (AudioIODevice* device);
	/** @internal */
	void audioDeviceStopped();
	/** @internal */
	void handleIncomingMidiMessage (MidiInput* source, const MidiMessage& message);

	juce_UseDebuggingNewOperator

private:
	AudioProcessor* processor;
	CriticalSection lock;
	double sampleRate;
	int blockSize;
	bool isPrepared;

	int numInputChans, numOutputChans;
	float* channels [128];
	AudioSampleBuffer tempBuffer;

	MidiBuffer incomingMidi;
	MidiMessageCollector messageCollector;

	AudioProcessorPlayer (const AudioProcessorPlayer&);
	AudioProcessorPlayer& operator= (const AudioProcessorPlayer&);
};

#endif   // __JUCE_AUDIOPROCESSORPLAYER_JUCEHEADER__
/*** End of inlined file: juce_AudioProcessorPlayer.h ***/


#endif
#ifndef __JUCE_GENERICAUDIOPROCESSOREDITOR_JUCEHEADER__

/*** Start of inlined file: juce_GenericAudioProcessorEditor.h ***/
#ifndef __JUCE_GENERICAUDIOPROCESSOREDITOR_JUCEHEADER__
#define __JUCE_GENERICAUDIOPROCESSOREDITOR_JUCEHEADER__


/*** Start of inlined file: juce_PropertyPanel.h ***/
#ifndef __JUCE_PROPERTYPANEL_JUCEHEADER__
#define __JUCE_PROPERTYPANEL_JUCEHEADER__


/*** Start of inlined file: juce_PropertyComponent.h ***/
#ifndef __JUCE_PROPERTYCOMPONENT_JUCEHEADER__
#define __JUCE_PROPERTYCOMPONENT_JUCEHEADER__

class EditableProperty;

/**
	A base class for a component that goes in a PropertyPanel and displays one of
	an item's properties.

	Subclasses of this are used to display a property in various forms, e.g. a
	ChoicePropertyComponent shows its value as a combo box; a SliderPropertyComponent
	shows its value as a slider; a TextPropertyComponent as a text box, etc.

	A subclass must implement the refresh() method which will be called to tell the
	component to update itself, and is also responsible for calling this it when the
	item that it refers to is changed.

	@see PropertyPanel, TextPropertyComponent, SliderPropertyComponent,
		 ChoicePropertyComponent, ButtonPropertyComponent, BooleanPropertyComponent
*/
class JUCE_API  PropertyComponent  : public Component,
									 public SettableTooltipClient
{
public:

	/** Creates a PropertyComponent.

		@param propertyName	 the name is stored as this component's name, and is
								used as the name displayed next to this component in
								a property panel
		@param preferredHeight  the height that the component should be given - some
								items may need to be larger than a normal row height.
								This value can also be set if a subclass changes the
								preferredHeight member variable.
	*/
	PropertyComponent (const String& propertyName,
					   int preferredHeight = 25);

	/** Destructor. */
	~PropertyComponent();

	/** Returns this item's preferred height.

		This value is specified either in the constructor or by a subclass changing the
		preferredHeight member variable.
	*/
	int getPreferredHeight() const throw()		  { return preferredHeight; }

	void setPreferredHeight (int newHeight) throw()	 { preferredHeight = newHeight; }

	/** Updates the property component if the item it refers to has changed.

		A subclass must implement this method, and other objects may call it to
		force it to refresh itself.

		The subclass should be economical in the amount of work is done, so for
		example it should check whether it really needs to do a repaint rather than
		just doing one every time this method is called, as it may be called when
		the value being displayed hasn't actually changed.
	*/
	virtual void refresh() = 0;

	/** The default paint method fills the background and draws a label for the
		item's name.

		@see LookAndFeel::drawPropertyComponentBackground(), LookAndFeel::drawPropertyComponentLabel()
	*/
	void paint (Graphics& g);

	/** The default resize method positions any child component to the right of this
		one, based on the look and feel's default label size.
	*/
	void resized();

	/** By default, this just repaints the component. */
	void enablementChanged();

	juce_UseDebuggingNewOperator

protected:
	/** Used by the PropertyPanel to determine how high this component needs to be.

		A subclass can update this value in its constructor but shouldn't alter it later
		as changes won't necessarily be picked up.
	*/
	int preferredHeight;
};

#endif   // __JUCE_PROPERTYCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_PropertyComponent.h ***/

/**
	A panel that holds a list of PropertyComponent objects.

	This panel displays a list of PropertyComponents, and allows them to be organised
	into collapsible sections.

	To use, simply create one of these and add your properties to it with addProperties()
	or addSection().

	@see PropertyComponent
*/
class JUCE_API  PropertyPanel  : public Component
{
public:

	/** Creates an empty property panel. */
	PropertyPanel();

	/** Destructor. */
	~PropertyPanel();

	/** Deletes all property components from the panel.
	*/
	void clear();

	/** Adds a set of properties to the panel.

		The components in the list will be owned by this object and will be automatically
		deleted later on when no longer needed.

		These properties are added without them being inside a named section. If you
		want them to be kept together in a collapsible section, use addSection() instead.
	*/
	void addProperties (const Array <PropertyComponent*>& newPropertyComponents);

	/** Adds a set of properties to the panel.

		These properties are added at the bottom of the list, under a section heading with
		a plus/minus button that allows it to be opened and closed.

		The components in the list will be owned by this object and will be automatically
		deleted later on when no longer needed.

		To add properies without them being in a section, use addProperties().
	*/
	void addSection (const String& sectionTitle,
					 const Array <PropertyComponent*>& newPropertyComponents,
					 bool shouldSectionInitiallyBeOpen = true);

	/** Calls the refresh() method of all PropertyComponents in the panel */
	void refreshAll() const;

	/** Returns a list of all the names of sections in the panel.

		These are the sections that have been added with addSection().
	*/
	const StringArray getSectionNames() const;

	/** Returns true if the section at this index is currently open.

		The index is from 0 up to the number of items returned by getSectionNames().
	*/
	bool isSectionOpen (int sectionIndex) const;

	/** Opens or closes one of the sections.

		The index is from 0 up to the number of items returned by getSectionNames().
	*/
	void setSectionOpen (int sectionIndex, bool shouldBeOpen);

	/** Enables or disables one of the sections.

		The index is from 0 up to the number of items returned by getSectionNames().
	*/
	void setSectionEnabled (int sectionIndex, bool shouldBeEnabled);

	/** Saves the current state of open/closed sections so it can be restored later.

		The caller is responsible for deleting the object that is returned.

		To restore this state, use restoreOpennessState().

		@see restoreOpennessState
	*/
	XmlElement* getOpennessState() const;

	/** Restores a previously saved arrangement of open/closed sections.

		This will try to restore a snapshot of the panel's state that was created by
		the getOpennessState() method. If any of the sections named in the original
		XML aren't present, they will be ignored.

		@see getOpennessState
	*/
	void restoreOpennessState (const XmlElement& newState);

	/** Sets a message to be displayed when there are no properties in the panel.

		The default message is "nothing selected".
	*/
	void setMessageWhenEmpty (const String& newMessage);

	/** Returns the message that is displayed when there are no properties.
		@see setMessageWhenEmpty
	*/
	const String& getMessageWhenEmpty() const;

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();

	juce_UseDebuggingNewOperator

private:
	Viewport viewport;
	class PropertyHolderComponent;
	PropertyHolderComponent* propertyHolderComponent;
	String messageWhenEmpty;

	void updatePropHolderLayout() const;
	void updatePropHolderLayout (int width) const;
};

#endif   // __JUCE_PROPERTYPANEL_JUCEHEADER__
/*** End of inlined file: juce_PropertyPanel.h ***/

/**
	A type of UI component that displays the parameters of an AudioProcessor as
	a simple list of sliders.

	This can be used for showing an editor for a processor that doesn't supply
	its own custom editor.

	@see AudioProcessor
*/
class JUCE_API  GenericAudioProcessorEditor	  : public AudioProcessorEditor
{
public:

	GenericAudioProcessorEditor (AudioProcessor* owner);
	~GenericAudioProcessorEditor();

	void paint (Graphics& g);
	void resized();

	juce_UseDebuggingNewOperator

private:
	PropertyPanel panel;

	GenericAudioProcessorEditor (const GenericAudioProcessorEditor&);
	GenericAudioProcessorEditor& operator= (const GenericAudioProcessorEditor&);
};

#endif   // __JUCE_GENERICAUDIOPROCESSOREDITOR_JUCEHEADER__
/*** End of inlined file: juce_GenericAudioProcessorEditor.h ***/


#endif
#ifndef __JUCE_SAMPLER_JUCEHEADER__

/*** Start of inlined file: juce_Sampler.h ***/
#ifndef __JUCE_SAMPLER_JUCEHEADER__
#define __JUCE_SAMPLER_JUCEHEADER__


/*** Start of inlined file: juce_Synthesiser.h ***/
#ifndef __JUCE_SYNTHESISER_JUCEHEADER__
#define __JUCE_SYNTHESISER_JUCEHEADER__

/**
	Describes one of the sounds that a Synthesiser can play.

	A synthesiser can contain one or more sounds, and a sound can choose which
	midi notes and channels can trigger it.

	The SynthesiserSound is a passive class that just describes what the sound is -
	the actual audio rendering for a sound is done by a SynthesiserVoice. This allows
	more than one SynthesiserVoice to play the same sound at the same time.

	@see Synthesiser, SynthesiserVoice
*/
class JUCE_API  SynthesiserSound	: public ReferenceCountedObject
{
protected:

	SynthesiserSound();

public:
	/** Destructor. */
	virtual ~SynthesiserSound();

	/** Returns true if this sound should be played when a given midi note is pressed.

		The Synthesiser will use this information when deciding which sounds to trigger
		for a given note.
	*/
	virtual bool appliesToNote (const int midiNoteNumber) = 0;

	/** Returns true if the sound should be triggered by midi events on a given channel.

		The Synthesiser will use this information when deciding which sounds to trigger
		for a given note.
	*/
	virtual bool appliesToChannel (const int midiChannel) = 0;

	/**
	*/
	typedef ReferenceCountedObjectPtr <SynthesiserSound> Ptr;

	juce_UseDebuggingNewOperator
};

/**
	Represents a voice that a Synthesiser can use to play a SynthesiserSound.

	A voice plays a single sound at a time, and a synthesiser holds an array of
	voices so that it can play polyphonically.

	@see Synthesiser, SynthesiserSound
*/
class JUCE_API  SynthesiserVoice
{
public:

	/** Creates a voice. */
	SynthesiserVoice();

	/** Destructor. */
	virtual ~SynthesiserVoice();

	/** Returns the midi note that this voice is currently playing.

		Returns a value less than 0 if no note is playing.
	*/
	int getCurrentlyPlayingNote() const					 { return currentlyPlayingNote; }

	/** Returns the sound that this voice is currently playing.

		Returns 0 if it's not playing.
	*/
	const SynthesiserSound::Ptr getCurrentlyPlayingSound() const		{ return currentlyPlayingSound; }

	/** Must return true if this voice object is capable of playing the given sound.

		If there are different classes of sound, and different classes of voice, a voice can
		choose which ones it wants to take on.

		A typical implementation of this method may just return true if there's only one type
		of voice and sound, or it might check the type of the sound object passed-in and
		see if it's one that it understands.
	*/
	virtual bool canPlaySound (SynthesiserSound* sound) = 0;

	/** Called to start a new note.

		This will be called during the rendering callback, so must be fast and thread-safe.
	*/
	virtual void startNote (const int midiNoteNumber,
							const float velocity,
							SynthesiserSound* sound,
							const int currentPitchWheelPosition) = 0;

	/** Called to stop a note.

		This will be called during the rendering callback, so must be fast and thread-safe.

		If allowTailOff is false or the voice doesn't want to tail-off, then it must stop all
		sound immediately, and must call clearCurrentNote() to reset the state of this voice
		and allow the synth to reassign it another sound.

		If allowTailOff is true and the voice decides to do a tail-off, then it's allowed to
		begin fading out its sound, and it can stop playing until it's finished. As soon as it
		finishes playing (during the rendering callback), it must make sure that it calls
		clearCurrentNote().
	*/
	virtual void stopNote (const bool allowTailOff) = 0;

	/** Called to let the voice know that the pitch wheel has been moved.

		This will be called during the rendering callback, so must be fast and thread-safe.
	*/
	virtual void pitchWheelMoved (const int newValue) = 0;

	/** Called to let the voice know that a midi controller has been moved.

		This will be called during the rendering callback, so must be fast and thread-safe.
	*/
	virtual void controllerMoved (const int controllerNumber,
								  const int newValue) = 0;

	/** Renders the next block of data for this voice.

		The output audio data must be added to the current contents of the buffer provided.
		Only the region of the buffer between startSample and (startSample + numSamples)
		should be altered by this method.

		If the voice is currently silent, it should just return without doing anything.

		If the sound that the voice is playing finishes during the course of this rendered
		block, it must call clearCurrentNote(), to tell the synthesiser that it has finished.

		The size of the blocks that are rendered can change each time it is called, and may
		involve rendering as little as 1 sample at a time. In between rendering callbacks,
		the voice's methods will be called to tell it about note and controller events.
	*/
	virtual void renderNextBlock (AudioSampleBuffer& outputBuffer,
								  int startSample,
								  int numSamples) = 0;

	/** Returns true if the voice is currently playing a sound which is mapped to the given
		midi channel.

		If it's not currently playing, this will return false.
	*/
	bool isPlayingChannel (int midiChannel) const;

	/** Changes the voice's reference sample rate.

		The rate is set so that subclasses know the output rate and can set their pitch
		accordingly.

		This method is called by the synth, and subclasses can access the current rate with
		the currentSampleRate member.
	*/
	void setCurrentPlaybackSampleRate (double newRate);

	juce_UseDebuggingNewOperator

protected:

	/** Returns the current target sample rate at which rendering is being done.

		This is available for subclasses so they can pitch things correctly.
	*/
	double getSampleRate() const				{ return currentSampleRate; }

	/** Resets the state of this voice after a sound has finished playing.

		The subclass must call this when it finishes playing a note and becomes available
		to play new ones.

		It must either call it in the stopNote() method, or if the voice is tailing off,
		then it should call it later during the renderNextBlock method, as soon as it
		finishes its tail-off.

		It can also be called at any time during the render callback if the sound happens
		to have finished, e.g. if it's playing a sample and the sample finishes.
	*/
	void clearCurrentNote();

private:

	friend class Synthesiser;

	double currentSampleRate;
	int currentlyPlayingNote;
	uint32 noteOnTime;
	SynthesiserSound::Ptr currentlyPlayingSound;
};

/**
	Base class for a musical device that can play sounds.

	To create a synthesiser, you'll need to create a subclass of SynthesiserSound
	to describe each sound available to your synth, and a subclass of SynthesiserVoice
	which can play back one of these sounds.

	Then you can use the addVoice() and addSound() methods to give the synthesiser a
	set of sounds, and a set of voices it can use to play them. If you only give it
	one voice it will be monophonic - the more voices it has, the more polyphony it'll
	have available.

	Then repeatedly call the renderNextBlock() method to produce the audio. Any midi
	events that go in will be scanned for note on/off messages, and these are used to
	start and stop the voices playing the appropriate sounds.

	While it's playing, you can also cause notes to be triggered by calling the noteOn(),
	noteOff() and other controller methods.

	Before rendering, be sure to call the setCurrentPlaybackSampleRate() to tell it
	what the target playback rate is. This value is passed on to the voices so that
	they can pitch their output correctly.
*/
class JUCE_API  Synthesiser
{
public:

	/** Creates a new synthesiser.

		You'll need to add some sounds and voices before it'll make any sound..
	*/
	Synthesiser();

	/** Destructor. */
	virtual ~Synthesiser();

	/** Deletes all voices. */
	void clearVoices();

	/** Returns the number of voices that have been added. */
	int getNumVoices() const					{ return voices.size(); }

	/** Returns one of the voices that have been added. */
	SynthesiserVoice* getVoice (int index) const;

	/** Adds a new voice to the synth.

		All the voices should be the same class of object and are treated equally.

		The object passed in will be managed by the synthesiser, which will delete
		it later on when no longer needed. The caller should not retain a pointer to the
		voice.
	*/
	void addVoice (SynthesiserVoice* newVoice);

	/** Deletes one of the voices. */
	void removeVoice (int index);

	/** Deletes all sounds. */
	void clearSounds();

	/** Returns the number of sounds that have been added to the synth. */
	int getNumSounds() const					{ return sounds.size(); }

	/** Returns one of the sounds. */
	SynthesiserSound* getSound (int index) const			{ return sounds [index]; }

	/** Adds a new sound to the synthesiser.

		The object passed in is reference counted, so will be deleted when it is removed
		from the synthesiser, and when no voices are still using it.
	*/
	void addSound (const SynthesiserSound::Ptr& newSound);

	/** Removes and deletes one of the sounds. */
	void removeSound (int index);

	/** If set to true, then the synth will try to take over an existing voice if
		it runs out and needs to play another note.

		The value of this boolean is passed into findFreeVoice(), so the result will
		depend on the implementation of this method.
	*/
	void setNoteStealingEnabled (bool shouldStealNotes);

	/** Returns true if note-stealing is enabled.
		@see setNoteStealingEnabled
	*/
	bool isNoteStealingEnabled() const				  { return shouldStealNotes; }

	/** Triggers a note-on event.

		The default method here will find all the sounds that want to be triggered by
		this note/channel. For each sound, it'll try to find a free voice, and use the
		voice to start playing the sound.

		Subclasses might want to override this if they need a more complex algorithm.

		This method will be called automatically according to the midi data passed into
		renderNextBlock(), but may be called explicitly too.
	*/
	virtual void noteOn (int midiChannel,
						 int midiNoteNumber,
						 float velocity);

	/** Triggers a note-off event.

		This will turn off any voices that are playing a sound for the given note/channel.

		If allowTailOff is true, the voices will be allowed to fade out the notes gracefully
		(if they can do). If this is false, the notes will all be cut off immediately.

		This method will be called automatically according to the midi data passed into
		renderNextBlock(), but may be called explicitly too.
	*/
	virtual void noteOff (int midiChannel,
						  int midiNoteNumber,
						  bool allowTailOff);

	/** Turns off all notes.

		This will turn off any voices that are playing a sound on the given midi channel.

		If midiChannel is 0 or less, then all voices will be turned off, regardless of
		which channel they're playing.

		If allowTailOff is true, the voices will be allowed to fade out the notes gracefully
		(if they can do). If this is false, the notes will all be cut off immediately.

		This method will be called automatically according to the midi data passed into
		renderNextBlock(), but may be called explicitly too.
	*/
	virtual void allNotesOff (int midiChannel,
							  bool allowTailOff);

	/** Sends a pitch-wheel message.

		This will send a pitch-wheel message to any voices that are playing sounds on
		the given midi channel.

		This method will be called automatically according to the midi data passed into
		renderNextBlock(), but may be called explicitly too.

		@param midiChannel	  the midi channel for the event
		@param wheelValue	   the wheel position, from 0 to 0x3fff, as returned by MidiMessage::getPitchWheelValue()
	*/
	virtual void handlePitchWheel (int midiChannel,
								   int wheelValue);

	/** Sends a midi controller message.

		This will send a midi controller message to any voices that are playing sounds on
		the given midi channel.

		This method will be called automatically according to the midi data passed into
		renderNextBlock(), but may be called explicitly too.

		@param midiChannel	  the midi channel for the event
		@param controllerNumber	 the midi controller type, as returned by MidiMessage::getControllerNumber()
		@param controllerValue	  the midi controller value, between 0 and 127, as returned by MidiMessage::getControllerValue()
	*/
	virtual void handleController (int midiChannel,
								   int controllerNumber,
								   int controllerValue);

	/** Tells the synthesiser what the sample rate is for the audio it's being used to
		render.

		This value is propagated to the voices so that they can use it to render the correct
		pitches.
	*/
	void setCurrentPlaybackSampleRate (double sampleRate);

	/** Creates the next block of audio output.

		This will process the next numSamples of data from all the voices, and add that output
		to the audio block supplied, starting from the offset specified. Note that the
		data will be added to the current contents of the buffer, so you should clear it
		before calling this method if necessary.

		The midi events in the inputMidi buffer are parsed for note and controller events,
		and these are used to trigger the voices. Note that the startSample offset applies
		both to the audio output buffer and the midi input buffer, so any midi events
		with timestamps outside the specified region will be ignored.
	*/
	void renderNextBlock (AudioSampleBuffer& outputAudio,
						  const MidiBuffer& inputMidi,
						  int startSample,
						  int numSamples);

	juce_UseDebuggingNewOperator

protected:

	/** This is used to control access to the rendering callback and the note trigger methods. */
	CriticalSection lock;

	OwnedArray <SynthesiserVoice> voices;
	ReferenceCountedArray <SynthesiserSound> sounds;

	/** The last pitch-wheel values for each midi channel. */
	int lastPitchWheelValues [16];

	/** Searches through the voices to find one that's not currently playing, and which
		can play the given sound.

		Returns 0 if all voices are busy and stealing isn't enabled.

		This can be overridden to implement custom voice-stealing algorithms.
	*/
	virtual SynthesiserVoice* findFreeVoice (SynthesiserSound* soundToPlay,
											 const bool stealIfNoneAvailable) const;

	/** Starts a specified voice playing a particular sound.

		You'll probably never need to call this, it's used internally by noteOn(), but
		may be needed by subclasses for custom behaviours.
	*/
	void startVoice (SynthesiserVoice* voice,
					 SynthesiserSound* sound,
					 int midiChannel,
					 int midiNoteNumber,
					 float velocity);

	/** xxx Temporary method here to cause a compiler error - note the new parameters for this method. */
	int findFreeVoice (const bool) const { return 0; }

private:
	double sampleRate;
	uint32 lastNoteOnCounter;
	bool shouldStealNotes;

	Synthesiser (const Synthesiser&);
	Synthesiser& operator= (const Synthesiser&);
};

#endif   // __JUCE_SYNTHESISER_JUCEHEADER__
/*** End of inlined file: juce_Synthesiser.h ***/

/**
	A subclass of SynthesiserSound that represents a sampled audio clip.

	This is a pretty basic sampler, and just attempts to load the whole audio stream
	into memory.

	To use it, create a Synthesiser, add some SamplerVoice objects to it, then
	give it some SampledSound objects to play.

	@see SamplerVoice, Synthesiser, SynthesiserSound
*/
class JUCE_API  SamplerSound	: public SynthesiserSound
{
public:

	/** Creates a sampled sound from an audio reader.

		This will attempt to load the audio from the source into memory and store
		it in this object.

		@param name	 a name for the sample
		@param source	   the audio to load. This object can be safely deleted by the
							caller after this constructor returns
		@param midiNotes	the set of midi keys that this sound should be played on. This
							is used by the SynthesiserSound::appliesToNote() method
		@param midiNoteForNormalPitch   the midi note at which the sample should be played
										with its natural rate. All other notes will be pitched
										up or down relative to this one
		@param attackTimeSecs   the attack (fade-in) time, in seconds
		@param releaseTimeSecs  the decay (fade-out) time, in seconds
		@param maxSampleLengthSeconds   a maximum length of audio to read from the audio
										source, in seconds
	*/
	SamplerSound (const String& name,
				  AudioFormatReader& source,
				  const BigInteger& midiNotes,
				  int midiNoteForNormalPitch,
				  double attackTimeSecs,
				  double releaseTimeSecs,
				  double maxSampleLengthSeconds);

	/** Destructor. */
	~SamplerSound();

	/** Returns the sample's name */
	const String& getName() const			   { return name; }

	/** Returns the audio sample data.
		This could be 0 if there was a problem loading it.
	*/
	AudioSampleBuffer* getAudioData() const		 { return data; }

	bool appliesToNote (const int midiNoteNumber);
	bool appliesToChannel (const int midiChannel);

	juce_UseDebuggingNewOperator

private:
	friend class SamplerVoice;

	String name;
	ScopedPointer <AudioSampleBuffer> data;
	double sourceSampleRate;
	BigInteger midiNotes;
	int length, attackSamples, releaseSamples;
	int midiRootNote;
};

/**
	A subclass of SynthesiserVoice that can play a SamplerSound.

	To use it, create a Synthesiser, add some SamplerVoice objects to it, then
	give it some SampledSound objects to play.

	@see SamplerSound, Synthesiser, SynthesiserVoice
*/
class JUCE_API  SamplerVoice	: public SynthesiserVoice
{
public:

	/** Creates a SamplerVoice.
	*/
	SamplerVoice();

	/** Destructor. */
	~SamplerVoice();

	bool canPlaySound (SynthesiserSound* sound);

	void startNote (const int midiNoteNumber,
					const float velocity,
					SynthesiserSound* sound,
					const int currentPitchWheelPosition);

	void stopNote (const bool allowTailOff);

	void pitchWheelMoved (const int newValue);
	void controllerMoved (const int controllerNumber,
						  const int newValue);

	void renderNextBlock (AudioSampleBuffer& outputBuffer, int startSample, int numSamples);

	juce_UseDebuggingNewOperator

private:
	double pitchRatio;
	double sourceSamplePosition;
	float lgain, rgain, attackReleaseLevel, attackDelta, releaseDelta;
	bool isInAttack, isInRelease;
};

#endif   // __JUCE_SAMPLER_JUCEHEADER__
/*** End of inlined file: juce_Sampler.h ***/


#endif
#ifndef __JUCE_SYNTHESISER_JUCEHEADER__

#endif
#ifndef __JUCE_ACTIONBROADCASTER_JUCEHEADER__

/*** Start of inlined file: juce_ActionBroadcaster.h ***/
#ifndef __JUCE_ACTIONBROADCASTER_JUCEHEADER__
#define __JUCE_ACTIONBROADCASTER_JUCEHEADER__


/*** Start of inlined file: juce_ActionListenerList.h ***/
#ifndef __JUCE_ACTIONLISTENERLIST_JUCEHEADER__
#define __JUCE_ACTIONLISTENERLIST_JUCEHEADER__

/**
	A set of ActionListeners.

	Listeners can be added and removed from the list, and messages can be
	broadcast to all the listeners.

	@see ActionListener, ActionBroadcaster
*/
class JUCE_API  ActionListenerList  : public MessageListener
{
public:

	/** Creates an empty list. */
	ActionListenerList();

	/** Destructor. */
	~ActionListenerList();

	/** Adds a listener to the list.

		(Trying to add a listener that's already on the list will have no effect).
	*/
	void addActionListener (ActionListener* listener);

	/** Removes a listener from the list.

		If the listener isn't on the list, this won't have any effect.
	*/
	void removeActionListener (ActionListener* listener);

	/** Removes all listeners from the list. */
	void removeAllActionListeners();

	/** Broadcasts a message to all the registered listeners.

		This sends the message asynchronously.

		If a listener is on the list when this method is called but is removed from
		the list before the message arrives, it won't receive the message. Similarly
		listeners that are added to the list after the message is sent but before it
		arrives won't get the message either.
	*/
	void sendActionMessage (const String& message) const;

	/** @internal */
	void handleMessage (const Message&);

	juce_UseDebuggingNewOperator

private:
	SortedSet <void*> actionListeners_;
	CriticalSection actionListenerLock_;

	ActionListenerList (const ActionListenerList&);
	ActionListenerList& operator= (const ActionListenerList&);
};

#endif   // __JUCE_ACTIONLISTENERLIST_JUCEHEADER__
/*** End of inlined file: juce_ActionListenerList.h ***/

/** Manages a list of ActionListeners, and can send them messages.

	To quickly add methods to your class that can add/remove action
	listeners and broadcast to them, you can derive from this.

	@see ActionListenerList, ActionListener
*/
class JUCE_API  ActionBroadcaster
{
public:

	/** Creates an ActionBroadcaster. */
	ActionBroadcaster() throw();

	/** Destructor. */
	virtual ~ActionBroadcaster();

	/** Adds a listener to the list.

		(Trying to add a listener that's already on the list will have no effect).
	*/
	void addActionListener (ActionListener* listener);

	/** Removes a listener from the list.

		If the listener isn't on the list, this won't have any effect.
	*/
	void removeActionListener (ActionListener* listener);

	/** Removes all listeners from the list. */
	void removeAllActionListeners();

	/** Broadcasts a message to all the registered listeners.

		@see ActionListenerList::sendActionMessage
	*/
	void sendActionMessage (const String& message) const;

private:

	ActionListenerList actionListenerList;

	ActionBroadcaster (const ActionBroadcaster&);
	ActionBroadcaster& operator= (const ActionBroadcaster&);
};

#endif   // __JUCE_ACTIONBROADCASTER_JUCEHEADER__
/*** End of inlined file: juce_ActionBroadcaster.h ***/


#endif
#ifndef __JUCE_ACTIONLISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_ACTIONLISTENERLIST_JUCEHEADER__

#endif
#ifndef __JUCE_ASYNCUPDATER_JUCEHEADER__

#endif
#ifndef __JUCE_CALLBACKMESSAGE_JUCEHEADER__

/*** Start of inlined file: juce_CallbackMessage.h ***/
#ifndef __JUCE_CALLBACKMESSAGE_JUCEHEADER__
#define __JUCE_CALLBACKMESSAGE_JUCEHEADER__

/**
	A message that calls a custom function when it gets delivered.

	You can use this class to fire off actions that you want to be performed later
	on the message thread.

	Unlike other Message objects, these don't get sent to a MessageListener, you
	just call the post() method to send them, and when they arrive, your
	messageCallback() method will automatically be invoked.

	Always create an instance of a CallbackMessage on the heap, as it will be
	deleted automatically after the message has been delivered.

	@see MessageListener, MessageManager, ActionListener, ChangeListener
*/
class JUCE_API  CallbackMessage   : public Message
{
public:

	CallbackMessage() throw();

	/** Destructor. */
	~CallbackMessage();

	/** Called when the message is delivered.

		You should implement this method and make it do whatever action you want
		to perform.

		Note that like all other messages, this object will be deleted immediately
		after this method has been invoked.
	*/
	virtual void messageCallback() = 0;

	/** Instead of sending this message to a MessageListener, just call this method
		to post it to the event queue.

		After you've called this, this object will belong to the MessageManager,
		which will delete it later. So make sure you don't delete the object yourself,
		call post() more than once, or call post() on a stack-based obect!
	*/
	void post();

	juce_UseDebuggingNewOperator

private:
	CallbackMessage (const CallbackMessage&);
	CallbackMessage& operator= (const CallbackMessage&);
};

#endif   // __JUCE_CALLBACKMESSAGE_JUCEHEADER__
/*** End of inlined file: juce_CallbackMessage.h ***/


#endif
#ifndef __JUCE_CHANGEBROADCASTER_JUCEHEADER__

#endif
#ifndef __JUCE_CHANGELISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_CHANGELISTENERLIST_JUCEHEADER__

#endif
#ifndef __JUCE_INTERPROCESSCONNECTION_JUCEHEADER__

/*** Start of inlined file: juce_InterprocessConnection.h ***/
#ifndef __JUCE_INTERPROCESSCONNECTION_JUCEHEADER__
#define __JUCE_INTERPROCESSCONNECTION_JUCEHEADER__

class InterprocessConnectionServer;

/**
	Manages a simple two-way messaging connection to another process, using either
	a socket or a named pipe as the transport medium.

	To connect to a waiting socket or an open pipe, use the connectToSocket() or
	connectToPipe() methods. If this succeeds, messages can be sent to the other end,
	and incoming messages will result in a callback via the messageReceived()
	method.

	To open a pipe and wait for another client to connect to it, use the createPipe()
	method.

	To act as a socket server and create connections for one or more client, see the
	InterprocessConnectionServer class.

	@see InterprocessConnectionServer, Socket, NamedPipe
*/
class JUCE_API  InterprocessConnection	: public Thread,
											private MessageListener
{
public:

	/** Creates a connection.

		Connections are created manually, connecting them with the connectToSocket()
		or connectToPipe() methods, or they are created automatically by a InterprocessConnectionServer
		when a client wants to connect.

		@param callbacksOnMessageThread	 if true, callbacks to the connectionMade(),
											connectionLost() and messageReceived() methods will
											always be made using the message thread; if false,
											these will be called immediately on the connection's
											own thread.
		@param magicMessageHeaderNumber	 a magic number to use in the header to check the
											validity of the data blocks being sent and received. This
											can be any number, but the sender and receiver must obviously
											use matching values or they won't recognise each other.
	*/
	InterprocessConnection (bool callbacksOnMessageThread = true,
							uint32 magicMessageHeaderNumber = 0xf2b49e2c);

	/** Destructor. */
	~InterprocessConnection();

	/** Tries to connect this object to a socket.

		For this to work, the machine on the other end needs to have a InterprocessConnectionServer
		object waiting to receive client connections on this port number.

		@param hostName		 the host computer, either a network address or name
		@param portNumber	   the socket port number to try to connect to
		@param timeOutMillisecs	 how long to keep trying before giving up
		@returns true if the connection is established successfully
		@see Socket
	*/
	bool connectToSocket (const String& hostName,
						  int portNumber,
						  int timeOutMillisecs);

	/** Tries to connect the object to an existing named pipe.

		For this to work, another process on the same computer must already have opened
		an InterprocessConnection object and used createPipe() to create a pipe for this
		to connect to.

		You can optionally specify a timeout length to be passed to the NamedPipe::read() method.

		@returns true if it connects successfully.
		@see createPipe, NamedPipe
	*/
	bool connectToPipe (const String& pipeName,
						int pipeReceiveMessageTimeoutMs = -1);

	/** Tries to create a new pipe for other processes to connect to.

		This creates a pipe with the given name, so that other processes can use
		connectToPipe() to connect to the other end.

		You can optionally specify a timeout length to be passed to the NamedPipe::read() method.

		If another process is already using this pipe, this will fail and return false.
	*/
	bool createPipe (const String& pipeName,
					 int pipeReceiveMessageTimeoutMs = -1);

	/** Disconnects and closes any currently-open sockets or pipes. */
	void disconnect();

	/** True if a socket or pipe is currently active. */
	bool isConnected() const;

	/** Returns the socket that this connection is using (or null if it uses a pipe). */
	StreamingSocket* getSocket() const throw()		  { return socket; }

	/** Returns the pipe that this connection is using (or null if it uses a socket). */
	NamedPipe* getPipe() const throw()			  { return pipe; }

	/** Returns the name of the machine at the other end of this connection.

		This will return an empty string if the other machine isn't known for
		some reason.
	*/
	const String getConnectedHostName() const;

	/** Tries to send a message to the other end of this connection.

		This will fail if it's not connected, or if there's some kind of write error. If
		it succeeds, the connection object at the other end will receive the message by
		a callback to its messageReceived() method.

		@see messageReceived
	*/
	bool sendMessage (const MemoryBlock& message);

	/** Called when the connection is first connected.

		If the connection was created with the callbacksOnMessageThread flag set, then
		this will be called on the message thread; otherwise it will be called on a server
		thread.
	*/
	virtual void connectionMade() = 0;

	/** Called when the connection is broken.

		If the connection was created with the callbacksOnMessageThread flag set, then
		this will be called on the message thread; otherwise it will be called on a server
		thread.
	*/
	virtual void connectionLost() = 0;

	/** Called when a message arrives.

		When the object at the other end of this connection sends us a message with sendMessage(),
		this callback is used to deliver it to us.

		If the connection was created with the callbacksOnMessageThread flag set, then
		this will be called on the message thread; otherwise it will be called on a server
		thread.

		@see sendMessage
	*/
	virtual void messageReceived (const MemoryBlock& message) = 0;

	juce_UseDebuggingNewOperator

private:
	CriticalSection pipeAndSocketLock;
	ScopedPointer <StreamingSocket> socket;
	ScopedPointer <NamedPipe> pipe;
	bool callbackConnectionState;
	const bool useMessageThread;
	const uint32 magicMessageHeader;
	int pipeReceiveMessageTimeout;

	friend class InterprocessConnectionServer;

	void initialiseWithSocket (StreamingSocket* socket_);
	void initialiseWithPipe (NamedPipe* pipe_);

	void handleMessage (const Message& message);

	void connectionMadeInt();
	void connectionLostInt();
	void deliverDataInt (const MemoryBlock& data);

	bool readNextMessageInt();
	void run();

	InterprocessConnection (const InterprocessConnection&);
	InterprocessConnection& operator= (const InterprocessConnection&);
};

#endif   // __JUCE_INTERPROCESSCONNECTION_JUCEHEADER__
/*** End of inlined file: juce_InterprocessConnection.h ***/


#endif
#ifndef __JUCE_INTERPROCESSCONNECTIONSERVER_JUCEHEADER__

/*** Start of inlined file: juce_InterprocessConnectionServer.h ***/
#ifndef __JUCE_INTERPROCESSCONNECTIONSERVER_JUCEHEADER__
#define __JUCE_INTERPROCESSCONNECTIONSERVER_JUCEHEADER__

/**
	An object that waits for client sockets to connect to a port on this host, and
	creates InterprocessConnection objects for each one.

	To use this, create a class derived from it which implements the createConnectionObject()
	method, so that it creates suitable connection objects for each client that tries
	to connect.

	@see InterprocessConnection
*/
class JUCE_API  InterprocessConnectionServer	: private Thread
{
public:

	/** Creates an uninitialised server object.
	*/
	InterprocessConnectionServer();

	/** Destructor. */
	~InterprocessConnectionServer();

	/** Starts an internal thread which listens on the given port number.

		While this is running, in another process tries to connect with the
		InterprocessConnection::connectToSocket() method, this object will call
		createConnectionObject() to create a connection to that client.

		Use stop() to stop the thread running.

		@see createConnectionObject, stop
	*/
	bool beginWaitingForSocket (int portNumber);

	/** Terminates the listener thread, if it's active.

		@see beginWaitingForSocket
	*/
	void stop();

protected:
	/** Creates a suitable connection object for a client process that wants to
		connect to this one.

		This will be called by the listener thread when a client process tries
		to connect, and must return a new InterprocessConnection object that will
		then run as this end of the connection.

		@see InterprocessConnection
	*/
	virtual InterprocessConnection* createConnectionObject() = 0;

public:

	juce_UseDebuggingNewOperator

private:
	ScopedPointer <StreamingSocket> socket;

	void run();

	InterprocessConnectionServer (const InterprocessConnectionServer&);
	InterprocessConnectionServer& operator= (const InterprocessConnectionServer&);
};

#endif   // __JUCE_INTERPROCESSCONNECTIONSERVER_JUCEHEADER__
/*** End of inlined file: juce_InterprocessConnectionServer.h ***/


#endif
#ifndef __JUCE_LISTENERLIST_JUCEHEADER__

#endif
#ifndef __JUCE_MESSAGE_JUCEHEADER__

#endif
#ifndef __JUCE_MESSAGELISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_MESSAGEMANAGER_JUCEHEADER__

/*** Start of inlined file: juce_MessageManager.h ***/
#ifndef __JUCE_MESSAGEMANAGER_JUCEHEADER__
#define __JUCE_MESSAGEMANAGER_JUCEHEADER__

class Component;
class MessageManagerLock;

/** See MessageManager::callFunctionOnMessageThread() for use of this function type
*/
typedef void* (MessageCallbackFunction) (void* userData);

/** Delivers Message objects to MessageListeners, and handles the event-dispatch loop.

	@see Message, MessageListener, MessageManagerLock, JUCEApplication
*/
class JUCE_API  MessageManager
{
public:

	/** Returns the global instance of the MessageManager. */
	static MessageManager* getInstance() throw();

	/** Runs the event dispatch loop until a stop message is posted.

		This method is only intended to be run by the application's startup routine,
		as it blocks, and will only return after the stopDispatchLoop() method has been used.

		@see stopDispatchLoop
	*/
	void runDispatchLoop();

	/** Sends a signal that the dispatch loop should terminate.

		After this is called, the runDispatchLoop() or runDispatchLoopUntil() methods
		will be interrupted and will return.

		@see runDispatchLoop
	*/
	void stopDispatchLoop();

	/** Returns true if the stopDispatchLoop() method has been called.
	*/
	bool hasStopMessageBeenSent() const throw()	 { return quitMessagePosted; }

	/** Synchronously dispatches messages until a given time has elapsed.

		Returns false if a quit message has been posted by a call to stopDispatchLoop(),
		otherwise returns true.
	*/
	bool runDispatchLoopUntil (int millisecondsToRunFor);

	/** Calls a function using the message-thread.

		This can be used by any thread to cause this function to be called-back
		by the message thread. If it's the message-thread that's calling this method,
		then the function will just be called; if another thread is calling, a message
		will be posted to the queue, and this method will block until that message
		is delivered, the function is called, and the result is returned.

		Be careful not to cause any deadlocks with this! It's easy to do - e.g. if the caller
		thread has a critical section locked, which an unrelated message callback then tries to lock
		before the message thread gets round to processing this callback.

		@param callback	 the function to call - its signature must be @code
							void* myCallbackFunction (void*) @endcode
		@param userData	 a user-defined pointer that will be passed to the function that gets called
		@returns		the value that the callback function returns.
		@see MessageManagerLock
	*/
	void* callFunctionOnMessageThread (MessageCallbackFunction* callback,
									   void* userData);

	/** Returns true if the caller-thread is the message thread. */
	bool isThisTheMessageThread() const throw();

	/** Called to tell the manager that the current thread is the one that's running the dispatch loop.

		(Best to ignore this method unless you really know what you're doing..)
		@see getCurrentMessageThread
	*/
	void setCurrentThreadAsMessageThread();

	/** Returns the ID of the current message thread, as set by setCurrentMessageThread().

		(Best to ignore this method unless you really know what you're doing..)
		@see setCurrentMessageThread
	*/
	Thread::ThreadID getCurrentMessageThread() const throw()		 { return messageThreadId; }

	/** Returns true if the caller thread has currenltly got the message manager locked.

		see the MessageManagerLock class for more info about this.

		This will be true if the caller is the message thread, because that automatically
		gains a lock while a message is being dispatched.
	*/
	bool currentThreadHasLockedMessageManager() const throw();

	/** Sends a message to all other JUCE applications that are running.

		@param messageText	  the string that will be passed to the actionListenerCallback()
								method of the broadcast listeners in the other app.
		@see registerBroadcastListener, ActionListener
	*/
	static void broadcastMessage (const String& messageText);

	/** Registers a listener to get told about broadcast messages.

		The actionListenerCallback() callback's string parameter
		is the message passed into broadcastMessage().

		@see broadcastMessage
	*/
	void registerBroadcastListener (ActionListener* listener);

	/** Deregisters a broadcast listener. */
	void deregisterBroadcastListener (ActionListener* listener);

	/** @internal */
	void deliverMessage (Message*);
	/** @internal */
	void deliverBroadcastMessage (const String&);
	/** @internal */
	~MessageManager() throw();

	juce_UseDebuggingNewOperator

private:
	MessageManager() throw();

	friend class MessageListener;
	friend class ChangeBroadcaster;
	friend class ActionBroadcaster;
	friend class CallbackMessage;
	static MessageManager* instance;

	SortedSet <const MessageListener*> messageListeners;
	ScopedPointer <ActionListenerList> broadcastListeners;

	friend class JUCEApplication;
	bool quitMessagePosted, quitMessageReceived;
	Thread::ThreadID messageThreadId;

	static void* exitModalLoopCallback (void*);

	void postMessageToQueue (Message* message);
	void postCallbackMessage (Message* message);

	static void doPlatformSpecificInitialisation();
	static void doPlatformSpecificShutdown();

	friend class MessageManagerLock;
	Thread::ThreadID volatile threadWithLock;
	CriticalSection lockingLock;

	MessageManager (const MessageManager&);
	MessageManager& operator= (const MessageManager&);
};

/** Used to make sure that the calling thread has exclusive access to the message loop.

	Because it's not thread-safe to call any of the Component or other UI classes
	from threads other than the message thread, one of these objects can be used to
	lock the message loop and allow this to be done. The message thread will be
	suspended for the lifetime of the MessageManagerLock object, so create one on
	the stack like this: @code
	void MyThread::run()
	{
		someData = 1234;

		const MessageManagerLock mmLock;
		// the event loop will now be locked so it's safe to make a few calls..

		myComponent->setBounds (newBounds);
		myComponent->repaint();

		// ..the event loop will now be unlocked as the MessageManagerLock goes out of scope
	}
	@endcode

	Obviously be careful not to create one of these and leave it lying around, or
	your app will grind to a halt!

	Another caveat is that using this in conjunction with other CriticalSections
	can create lots of interesting ways of producing a deadlock! In particular, if
	your message thread calls stopThread() for a thread that uses these locks,
	you'll get an (occasional) deadlock..

	@see MessageManager, MessageManager::currentThreadHasLockedMessageManager
*/
class JUCE_API MessageManagerLock
{
public:

	/** Tries to acquire a lock on the message manager.

		The constructor attempts to gain a lock on the message loop, and the lock will be
		kept for the lifetime of this object.

		Optionally, you can pass a thread object here, and while waiting to obtain the lock,
		this method will keep checking whether the thread has been given the
		Thread::signalThreadShouldExit() signal. If this happens, then it will return
		without gaining the lock. If you pass a thread, you must check whether the lock was
		successful by calling lockWasGained(). If this is false, your thread is being told to
		die, so you should take evasive action.

		If you pass zero for the thread object, it will wait indefinitely for the lock - be
		careful when doing this, because it's very easy to deadlock if your message thread
		attempts to call stopThread() on a thread just as that thread attempts to get the
		message lock.

		If the calling thread already has the lock, nothing will be done, so it's safe and
		quick to use these locks recursively.

		E.g.
		@code
		void run()
		{
			...

			while (! threadShouldExit())
			{
				MessageManagerLock mml (Thread::getCurrentThread());

				if (! mml.lockWasGained())
					return; // another thread is trying to kill us!

				..do some locked stuff here..
			}

			..and now the MM is now unlocked..
		}
		@endcode

	*/
	MessageManagerLock (Thread* threadToCheckForExitSignal = 0);

	/** This has the same behaviour as the other constructor, but takes a ThreadPoolJob
		instead of a thread.

		See the MessageManagerLock (Thread*) constructor for details on how this works.
	*/
	MessageManagerLock (ThreadPoolJob* jobToCheckForExitSignal);

	/** Releases the current thread's lock on the message manager.

		Make sure this object is created and deleted by the same thread,
		otherwise there are no guarantees what will happen!
   */
	~MessageManagerLock() throw();

	/** Returns true if the lock was successfully acquired.

		(See the constructor that takes a Thread for more info).
	*/
	bool lockWasGained() const throw()			  { return locked; }

private:
	class SharedEvents;
	class BlockingMessage;
	friend class SharedEvents;
	friend class BlockingMessage;
	SharedEvents* sharedEvents;
	bool locked;

	void init (Thread* thread, ThreadPoolJob* job);

	MessageManagerLock (const MessageManagerLock&);
	MessageManagerLock& operator= (const MessageManagerLock&);
};

#endif   // __JUCE_MESSAGEMANAGER_JUCEHEADER__
/*** End of inlined file: juce_MessageManager.h ***/


#endif
#ifndef __JUCE_MULTITIMER_JUCEHEADER__

/*** Start of inlined file: juce_MultiTimer.h ***/
#ifndef __JUCE_MULTITIMER_JUCEHEADER__
#define __JUCE_MULTITIMER_JUCEHEADER__

/**
	A type of timer class that can run multiple timers with different frequencies,
	all of which share a single callback.

	This class is very similar to the Timer class, but allows you run multiple
	separate timers, where each one has a unique ID number. The methods in this
	class are exactly equivalent to those in Timer, but with the addition of
	this ID number.

	To use it, you need to create a subclass of MultiTimer, implementing the
	timerCallback() method. Then you can start timers with startTimer(), and
	each time the callback is triggered, it passes in the ID of the timer that
	caused it.

	@see Timer
*/
class JUCE_API  MultiTimer
{
protected:

	/** Creates a MultiTimer.

		When created, no timers are running, so use startTimer() to start things off.
	*/
	MultiTimer() throw();

	/** Creates a copy of another timer.

		Note that this timer will not contain any running timers, even if the one you're
		copying from was running.
	*/
	MultiTimer (const MultiTimer& other) throw();

public:

	/** Destructor. */
	virtual ~MultiTimer();

	/** The user-defined callback routine that actually gets called by each of the
		timers that are running.

		It's perfectly ok to call startTimer() or stopTimer() from within this
		callback to change the subsequent intervals.
	*/
	virtual void timerCallback (int timerId) = 0;

	/** Starts a timer and sets the length of interval required.

		If the timer is already started, this will reset it, so the
		time between calling this method and the next timer callback
		will not be less than the interval length passed in.

		@param timerId		  a unique Id number that identifies the timer to
										start. This is the id that will be passed back
										to the timerCallback() method when this timer is
										triggered
		@param  intervalInMilliseconds  the interval to use (any values less than 1 will be
										rounded up to 1)
	*/
	void startTimer (int timerId, int intervalInMilliseconds) throw();

	/** Stops a timer.

		If a timer has been started with the given ID number, it will be cancelled.
		No more callbacks will be made for the specified timer after this method returns.

		If this is called from a different thread, any callbacks that may
		be currently executing may be allowed to finish before the method
		returns.
	*/
	void stopTimer (int timerId) throw();

	/** Checks whether a timer has been started for a specified ID.

		@returns true if a timer with the given ID is running.
	*/
	bool isTimerRunning (int timerId) const throw();

	/** Returns the interval for a specified timer ID.

		@returns	the timer's interval in milliseconds if it's running, or 0 if it's no timer
					is running for the ID number specified.
	*/
	int getTimerInterval (int timerId) const throw();

private:
	class MultiTimerCallback;
	CriticalSection timerListLock;
	OwnedArray <MultiTimerCallback> timers;

	MultiTimer& operator= (const MultiTimer&);
};

#endif   // __JUCE_MULTITIMER_JUCEHEADER__
/*** End of inlined file: juce_MultiTimer.h ***/


#endif
#ifndef __JUCE_TIMER_JUCEHEADER__

#endif
#ifndef __JUCE_ARROWBUTTON_JUCEHEADER__

/*** Start of inlined file: juce_ArrowButton.h ***/
#ifndef __JUCE_ARROWBUTTON_JUCEHEADER__
#define __JUCE_ARROWBUTTON_JUCEHEADER__


/*** Start of inlined file: juce_DropShadowEffect.h ***/
#ifndef __JUCE_DROPSHADOWEFFECT_JUCEHEADER__
#define __JUCE_DROPSHADOWEFFECT_JUCEHEADER__

/**
	An effect filter that adds a drop-shadow behind the image's content.

	(This will only work on images/components that aren't opaque, of course).

	When added to a component, this effect will draw a soft-edged
	shadow based on what gets drawn inside it. The shadow will also
	be applied to the component's children.

	For speed, this doesn't use a proper gaussian blur, but cheats by
	using a simple bilinear filter. If you need a really high-quality
	shadow, check out ImageConvolutionKernel::createGaussianBlur()

	@see Component::setComponentEffect
*/
class JUCE_API  DropShadowEffect  : public ImageEffectFilter
{
public:

	/** Creates a default drop-shadow effect.

		To customise the shadow's appearance, use the setShadowProperties()
		method.
	*/
	DropShadowEffect();

	/** Destructor. */
	~DropShadowEffect();

	/** Sets up parameters affecting the shadow's appearance.

		@param newRadius	the (approximate) radius of the blur used
		@param newOpacity	   the opacity with which the shadow is rendered
		@param newShadowOffsetX allows the shadow to be shifted in relation to the
								component's contents
		@param newShadowOffsetY allows the shadow to be shifted in relation to the
								component's contents
	*/
	void setShadowProperties (float newRadius,
							  float newOpacity,
							  int newShadowOffsetX,
							  int newShadowOffsetY);

	/** @internal */
	void applyEffect (Image& sourceImage, Graphics& destContext, float alpha);

	juce_UseDebuggingNewOperator

private:
	int offsetX, offsetY;
	float radius, opacity;
};

#endif   // __JUCE_DROPSHADOWEFFECT_JUCEHEADER__
/*** End of inlined file: juce_DropShadowEffect.h ***/

/**
	A button with an arrow in it.

	@see Button
*/
class JUCE_API  ArrowButton  : public Button
{
public:

	/** Creates an ArrowButton.

		@param buttonName	   the name to give the button
		@param arrowDirection   the direction the arrow should point in, where 0.0 is
								pointing right, 0.25 is down, 0.5 is left, 0.75 is up
		@param arrowColour	  the colour to use for the arrow
	*/
	ArrowButton (const String& buttonName,
				 float arrowDirection,
				 const Colour& arrowColour);

	/** Destructor. */
	~ArrowButton();

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paintButton (Graphics& g,
					  bool isMouseOverButton,
					  bool isButtonDown);

	/** @internal */
	void buttonStateChanged();

private:

	Colour colour;
	DropShadowEffect shadow;
	Path path;
	int offset;

	ArrowButton (const ArrowButton&);
	ArrowButton& operator= (const ArrowButton&);
};

#endif   // __JUCE_ARROWBUTTON_JUCEHEADER__
/*** End of inlined file: juce_ArrowButton.h ***/


#endif
#ifndef __JUCE_BUTTON_JUCEHEADER__

#endif
#ifndef __JUCE_DRAWABLEBUTTON_JUCEHEADER__

/*** Start of inlined file: juce_DrawableButton.h ***/
#ifndef __JUCE_DRAWABLEBUTTON_JUCEHEADER__
#define __JUCE_DRAWABLEBUTTON_JUCEHEADER__


/*** Start of inlined file: juce_Drawable.h ***/
#ifndef __JUCE_DRAWABLE_JUCEHEADER__
#define __JUCE_DRAWABLE_JUCEHEADER__


/*** Start of inlined file: juce_RelativeCoordinate.h ***/
#ifndef __JUCE_RELATIVECOORDINATE_JUCEHEADER__
#define __JUCE_RELATIVECOORDINATE_JUCEHEADER__

/**
	Expresses a coordinate as a dynamically evaluated expression.

	@see RelativePoint, RelativeRectangle
*/
class JUCE_API  RelativeCoordinate
{
public:

	/** Creates a zero coordinate. */
	RelativeCoordinate();
	RelativeCoordinate (const Expression& expression);
	RelativeCoordinate (const RelativeCoordinate& other);
	RelativeCoordinate& operator= (const RelativeCoordinate& other);

	/** Creates an absolute position from the parent origin on either the X or Y axis.

		@param absoluteDistanceFromOrigin   the distance from the origin
	*/
	RelativeCoordinate (double absoluteDistanceFromOrigin);

	/** Recreates a coordinate from a string description.
		The string will be parsed by ExpressionParser::parse().
		@param stringVersion	the expression to use
		@see toString
	*/
	RelativeCoordinate (const String& stringVersion);

	/** Destructor. */
	~RelativeCoordinate();

	bool operator== (const RelativeCoordinate& other) const throw();
	bool operator!= (const RelativeCoordinate& other) const throw();

	/** Calculates the absolute position of this coordinate.

		You'll need to provide a suitable Expression::EvaluationContext for looking up any coordinates that may
		be needed to calculate the result.
	*/
	double resolve (const Expression::EvaluationContext* evaluationContext) const;

	/** Returns true if this coordinate uses the specified coord name at any level in its evaluation.
		This will recursively check any coordinates upon which this one depends.
	*/
	bool references (const String& coordName, const Expression::EvaluationContext* evaluationContext) const;

	/** Returns true if there's a recursive loop when trying to resolve this coordinate's position. */
	bool isRecursive (const Expression::EvaluationContext* evaluationContext) const;

	/** Returns true if this coordinate depends on any other coordinates for its position. */
	bool isDynamic() const;

	/** Changes the value of this coord to make it resolve to the specified position.

		Calling this will leave the anchor points unchanged, but will set this coordinate's absolute
		or relative position to whatever value is necessary to make its resultant position
		match the position that is provided.
	*/
	void moveToAbsolute (double absoluteTargetPosition, const Expression::EvaluationContext* evaluationContext);

	/** Changes the name of a symbol if it is used as part of the coordinate's expression. */
	void renameSymbolIfUsed (const String& oldName, const String& newName);

	/** Returns the expression that defines this coordinate. */
	const Expression& getExpression() const	 { return term; }

	/** Returns a string which represents this coordinate.
		For details of the string syntax, see the constructor notes.
	*/
	const String toString() const;

	/** A set of static strings that are commonly used by the RelativeCoordinate class.

		As well as avoiding using string literals in your code, using these preset values
		has the advantage that all instances of the same string will share the same, reference-counted
		String object, so if you have thousands of points which all refer to the same
		anchor points, this can save a significant amount of memory allocation.
	*/
	struct Strings
	{
		static const String parent;         /**< "parent" */
		static const String left;           /**< "left" */
		static const String right;          /**< "right" */
		static const String top;            /**< "top" */
		static const String bottom;         /**< "bottom" */
		static const String parentLeft;     /**< "parent.left" */
		static const String parentTop;      /**< "parent.top" */
		static const String parentRight;    /**< "parent.right" */
		static const String parentBottom;   /**< "parent.bottom" */
	};

private:

	Expression term;
};

/**
	An X-Y position stored as a pair of RelativeCoordinate values.

	@see RelativeCoordinate, RelativeRectangle
*/
class JUCE_API  RelativePoint
{
public:
	/** Creates a point at the origin. */
	RelativePoint();

	/** Creates an absolute point, relative to the origin. */
	RelativePoint (const Point<float>& absolutePoint);

	/** Creates an absolute point, relative to the origin. */
	RelativePoint (float absoluteX, float absoluteY);

	/** Creates an absolute point from two coordinates. */
	RelativePoint (const RelativeCoordinate& x, const RelativeCoordinate& y);

	/** Creates a point from a stringified representation.
		The string must contain a pair of coordinates, separated by space or a comma. The syntax for the coordinate
		strings is explained in the RelativeCoordinate class.
		@see toString
	*/
	RelativePoint (const String& stringVersion);

	bool operator== (const RelativePoint& other) const throw();
	bool operator!= (const RelativePoint& other) const throw();

	/** Calculates the absolute position of this point.

		You'll need to provide a suitable Expression::EvaluationContext for looking up any coordinates that may
		be needed to calculate the result.
	*/
	const Point<float> resolve (const Expression::EvaluationContext* evaluationContext) const;

	/** Changes the values of this point's coordinates to make it resolve to the specified position.

		Calling this will leave any anchor points unchanged, but will set any absolute
		or relative positions to whatever values are necessary to make the resultant position
		match the position that is provided.
	*/
	void moveToAbsolute (const Point<float>& newPos, const Expression::EvaluationContext* evaluationContext);

	/** Returns a string which represents this point.
		This returns a comma-separated pair of coordinates. For details of the string syntax used by the
		coordinates, see the RelativeCoordinate constructor notes.
		The string that is returned can be passed to the RelativePoint constructor to recreate the point.
	*/
	const String toString() const;

	/** Renames a symbol if it is used by any of the coordinates.
		This calls RelativeCoordinate::renameAnchorIfUsed() on its X and Y coordinates.
	*/
	void renameSymbolIfUsed (const String& oldName, const String& newName);

	/** Returns true if this point depends on any other coordinates for its position. */
	bool isDynamic() const;

	// The actual X and Y coords...
	RelativeCoordinate x, y;
};

/**
	An rectangle stored as a set of RelativeCoordinate values.

	The rectangle's top, left, bottom and right edge positions are each stored as a RelativeCoordinate.

	@see RelativeCoordinate, RelativePoint
*/
class JUCE_API  RelativeRectangle
{
public:

	/** Creates a zero-size rectangle at the origin. */
	RelativeRectangle();

	/** Creates an absolute rectangle, relative to the origin. */
	explicit RelativeRectangle (const Rectangle<float>& rect, const String& componentName);

	/** Creates a rectangle from four coordinates. */
	RelativeRectangle (const RelativeCoordinate& left, const RelativeCoordinate& right,
					   const RelativeCoordinate& top, const RelativeCoordinate& bottom);

	/** Creates a rectangle from a stringified representation.
		The string must contain a sequence of 4 coordinates, separated by commas, in the order
		left, top, right, bottom. The syntax for the coordinate strings is explained in the
		RelativeCoordinate class.
		@see toString
	*/
	explicit RelativeRectangle (const String& stringVersion);

	bool operator== (const RelativeRectangle& other) const throw();
	bool operator!= (const RelativeRectangle& other) const throw();

	/** Calculates the absolute position of this rectangle.

		You'll need to provide a suitable Expression::EvaluationContext for looking up any coordinates that may
		be needed to calculate the result.
	*/
	const Rectangle<float> resolve (const Expression::EvaluationContext* evaluationContext) const;

	/** Changes the values of this rectangle's coordinates to make it resolve to the specified position.

		Calling this will leave any anchor points unchanged, but will set any absolute
		or relative positions to whatever values are necessary to make the resultant position
		match the position that is provided.
	*/
	void moveToAbsolute (const Rectangle<float>& newPos, const Expression::EvaluationContext* evaluationContext);

	/** Returns a string which represents this point.
		This returns a comma-separated list of coordinates, in the order left, top, right, bottom. For details of
		the string syntax used by the coordinates, see the RelativeCoordinate constructor notes.
		The string that is returned can be passed to the RelativeRectangle constructor to recreate the rectangle.
	*/
	const String toString() const;

	/** Renames a symbol if it is used by any of the coordinates.
		This calls RelativeCoordinate::renameSymbolIfUsed() on the rectangle's coordinates.
	*/
	void renameSymbolIfUsed (const String& oldName, const String& newName);

	// The actual rectangle coords...
	RelativeCoordinate left, right, top, bottom;
};

/**
	A path object that consists of RelativePoint coordinates rather than the normal fixed ones.

	One of these paths can be converted into a Path object for drawing and manipulation, but
	unlike a Path, its points can be dynamic instead of just fixed.

	@see RelativePoint, RelativeCoordinate
*/
class JUCE_API  RelativePointPath
{
public:

	RelativePointPath();
	RelativePointPath (const RelativePointPath& other);
	RelativePointPath (const ValueTree& drawable);
	RelativePointPath (const Path& path);
	~RelativePointPath();

	/** Resolves this points in this path and adds them to a normal Path object. */
	void createPath (Path& path, Expression::EvaluationContext* coordFinder);

	/** Returns true if the path contains any non-fixed points. */
	bool containsAnyDynamicPoints() const;

	/** Writes the path to this drawable encoding. */
	void writeTo (ValueTree state, UndoManager* undoManager) const;

	/** Quickly swaps the contents of this path with another. */
	void swapWith (RelativePointPath& other) throw();

	/** The types of element that may be contained in this path.
		@see RelativePointPath::ElementBase
	*/
	enum ElementType
	{
		nullElement,
		startSubPathElement,
		closeSubPathElement,
		lineToElement,
		quadraticToElement,
		cubicToElement
	};

	/** Base class for the elements that make up a RelativePointPath.
	*/
	class JUCE_API  ElementBase
	{
	public:
		ElementBase (ElementType type);
		virtual ~ElementBase() {}
		virtual const ValueTree createTree() const = 0;
		virtual void addToPath (Path& path, Expression::EvaluationContext* coordFinder) const = 0;
		virtual RelativePoint* getControlPoints (int& numPoints) = 0;

		const ElementType type;

	private:
		ElementBase (const ElementBase&);
		ElementBase& operator= (const ElementBase&);
	};

	class JUCE_API  StartSubPath  : public ElementBase
	{
	public:
		StartSubPath (const RelativePoint& pos);
		~StartSubPath() {}
		const ValueTree createTree() const;
		void addToPath (Path& path, Expression::EvaluationContext* coordFinder) const;
		RelativePoint* getControlPoints (int& numPoints);

		RelativePoint startPos;

	private:
		StartSubPath (const StartSubPath&);
		StartSubPath& operator= (const StartSubPath&);
	};

	class JUCE_API  CloseSubPath  : public ElementBase
	{
	public:
		CloseSubPath();
		~CloseSubPath() {}
		const ValueTree createTree() const;
		void addToPath (Path& path, Expression::EvaluationContext* coordFinder) const;
		RelativePoint* getControlPoints (int& numPoints);

	private:
		CloseSubPath (const CloseSubPath&);
		CloseSubPath& operator= (const CloseSubPath&);
	};

	class JUCE_API  LineTo  : public ElementBase
	{
	public:
		LineTo (const RelativePoint& endPoint);
		~LineTo() {}
		const ValueTree createTree() const;
		void addToPath (Path& path, Expression::EvaluationContext* coordFinder) const;
		RelativePoint* getControlPoints (int& numPoints);

		RelativePoint endPoint;

	private:
		LineTo (const LineTo&);
		LineTo& operator= (const LineTo&);
	};

	class JUCE_API  QuadraticTo  : public ElementBase
	{
	public:
		QuadraticTo (const RelativePoint& controlPoint, const RelativePoint& endPoint);
		~QuadraticTo() {}
		const ValueTree createTree() const;
		void addToPath (Path& path, Expression::EvaluationContext* coordFinder) const;
		RelativePoint* getControlPoints (int& numPoints);

		RelativePoint controlPoints[2];

	private:
		QuadraticTo (const QuadraticTo&);
		QuadraticTo& operator= (const QuadraticTo&);
	};

	class JUCE_API  CubicTo  : public ElementBase
	{
	public:
		CubicTo (const RelativePoint& controlPoint1, const RelativePoint& controlPoint2, const RelativePoint& endPoint);
		~CubicTo() {}
		const ValueTree createTree() const;
		void addToPath (Path& path, Expression::EvaluationContext* coordFinder) const;
		RelativePoint* getControlPoints (int& numPoints);

		RelativePoint controlPoints[3];

	private:
		CubicTo (const CubicTo&);
		CubicTo& operator= (const CubicTo&);
	};

	OwnedArray <ElementBase> elements;
	bool usesNonZeroWinding;

private:
	bool containsDynamicPoints;

	void parse (const ValueTree& state);

	RelativePointPath& operator= (const RelativePointPath&);
};

/**
	A parallelogram defined by three RelativePoint positions.

	@see RelativePoint, RelativeCoordinate
*/
class JUCE_API  RelativeParallelogram
{
public:

	RelativeParallelogram();
	RelativeParallelogram (const Rectangle<float>& simpleRectangle);
	RelativeParallelogram (const RelativePoint& topLeft, const RelativePoint& topRight, const RelativePoint& bottomLeft);
	RelativeParallelogram (const String& topLeft, const String& topRight, const String& bottomLeft);
	~RelativeParallelogram();

	void resolveThreePoints (Point<float>* points, Expression::EvaluationContext* coordFinder) const;
	void resolveFourCorners (Point<float>* points, Expression::EvaluationContext* coordFinder) const;
	const Rectangle<float> getBounds (Expression::EvaluationContext* coordFinder) const;
	void getPath (Path& path, Expression::EvaluationContext* coordFinder) const;
	const AffineTransform resetToPerpendicular (Expression::EvaluationContext* coordFinder);

	bool operator== (const RelativeParallelogram& other) const throw();
	bool operator!= (const RelativeParallelogram& other) const throw();

	static const Point<float> getInternalCoordForPoint (const Point<float>* parallelogramCorners, Point<float> point) throw();
	static const Point<float> getPointForInternalCoord (const Point<float>* parallelogramCorners, const Point<float>& internalPoint) throw();

	RelativePoint topLeft, topRight, bottomLeft;
};

#endif   // __JUCE_RELATIVECOORDINATE_JUCEHEADER__
/*** End of inlined file: juce_RelativeCoordinate.h ***/

class DrawableComposite;

/**
	The base class for objects which can draw themselves, e.g. polygons, images, etc.

	@see DrawableComposite, DrawableImage, DrawablePath, DrawableText
*/
class JUCE_API  Drawable
{
protected:

	/** The base class can't be instantiated directly.

		@see DrawableComposite, DrawableImage, DrawablePath, DrawableText
	*/
	Drawable();

public:
	/** Destructor. */
	virtual ~Drawable();

	/** Creates a deep copy of this Drawable object.

		Use this to create a new copy of this and any sub-objects in the tree.
	*/
	virtual Drawable* createCopy() const = 0;

	/** Renders this Drawable object.
		@see drawWithin
	*/
	void draw (Graphics& g, float opacity,
			   const AffineTransform& transform = AffineTransform::identity) const;

	/** Renders the Drawable at a given offset within the Graphics context.

		The co-ordinates passed-in are used to translate the object relative to its own
		origin before drawing it - this is basically a quick way of saying:

		@code
		draw (g, AffineTransform::translation (x, y)).
		@endcode
	*/
	void drawAt (Graphics& g,
				 float x, float y,
				 float opacity) const;

	/** Renders the Drawable within a rectangle, scaling it to fit neatly inside without
		changing its aspect-ratio.

		The object can placed arbitrarily within the rectangle based on a Justification type,
		and can either be made as big as possible, or just reduced to fit.

		@param g			the graphics context to render onto
		@param destArea		 the target rectangle to fit the drawable into
		@param placement		defines the alignment and rescaling to use to fit
										this object within the target rectangle.
		@param opacity		  the opacity to use, in the range 0 to 1.0
	*/
	void drawWithin (Graphics& g,
					 const Rectangle<float>& destArea,
					 const RectanglePlacement& placement,
					 float opacity) const;

	/** Holds the information needed when telling a drawable to render itself.
		@see Drawable::draw
	*/
	class RenderingContext
	{
	public:
		RenderingContext (Graphics& g, const AffineTransform& transform, float opacity) throw();

		Graphics& g;
		AffineTransform transform;
		float opacity;

	private:
		RenderingContext& operator= (const RenderingContext&);
	};

	/** Renders this Drawable object.
		@see draw
	*/
	virtual void render (const RenderingContext& context) const = 0;

	/** Returns the smallest rectangle that can contain this Drawable object.

		Co-ordinates are relative to the object's own origin.
	*/
	virtual const Rectangle<float> getBounds() const = 0;

	/** Returns true if the given point is somewhere inside this Drawable.

		Co-ordinates are relative to the object's own origin.
	*/
	virtual bool hitTest (float x, float y) const = 0;

	/** Returns the name given to this drawable.
		@see setName
	*/
	const String& getName() const throw()		   { return name; }

	/** Assigns a name to this drawable. */
	void setName (const String& newName) throw()	{ name = newName; }

	/** Returns the DrawableComposite that contains this object, if there is one. */
	DrawableComposite* getParent() const throw()	{ return parent; }

	/** Tries to turn some kind of image file into a drawable.

		The data could be an image that the ImageFileFormat class understands, or it
		could be SVG.
	*/
	static Drawable* createFromImageData (const void* data, size_t numBytes);

	/** Tries to turn a stream containing some kind of image data into a drawable.

		The data could be an image that the ImageFileFormat class understands, or it
		could be SVG.
	*/
	static Drawable* createFromImageDataStream (InputStream& dataSource);

	/** Tries to turn a file containing some kind of image data into a drawable.

		The data could be an image that the ImageFileFormat class understands, or it
		could be SVG.
	*/
	static Drawable* createFromImageFile (const File& file);

	/** Attempts to parse an SVG (Scalable Vector Graphics) document, and to turn this
		into a Drawable tree.

		The object returned must be deleted by the caller. If something goes wrong
		while parsing, it may return 0.

		SVG is a pretty large and complex spec, and this doesn't aim to be a full
		implementation, but it can return the basic vector objects.
	*/
	static Drawable* createFromSVG (const XmlElement& svgDocument);

	/** This class is used when loading Drawables that contain images, and retrieves
		the image for a stored identifier.
		@see Drawable::createFromValueTree
	*/
	class JUCE_API  ImageProvider
	{
	public:
		ImageProvider() {}
		virtual ~ImageProvider() {}

		/** Retrieves the image associated with this identifier, which could be any
			kind of string, number, filename, etc.

			The image that is returned will be owned by the caller, but it may come
			from the ImageCache.
		*/
		virtual const Image getImageForIdentifier (const var& imageIdentifier) = 0;

		/** Returns an identifier to be used to refer to a given image.
			This is used when converting a drawable into a ValueTree, so if you're
			only loading drawables, you can just return a var::null here.
		*/
		virtual const var getIdentifierForImage (const Image& image) = 0;
	};

	/** Tries to create a Drawable from a previously-saved ValueTree.
		The ValueTree must have been created by the createValueTree() method.
		If there are any images used within the drawable, you'll need to provide a valid
		ImageProvider object that can be used to retrieve these images from whatever type
		of identifier is used to represent them.
	*/
	static Drawable* createFromValueTree (const ValueTree& tree, ImageProvider* imageProvider);

	/** Tries to refresh a Drawable from the same ValueTree that was used to create it.
		@returns the damage rectangle that will need repainting due to any changes that were made.
	*/
	virtual const Rectangle<float> refreshFromValueTree (const ValueTree& tree, ImageProvider* imageProvider) = 0;

	/** Creates a ValueTree to represent this Drawable.
		The VarTree that is returned can be turned back into a Drawable with
		createFromValueTree().
		If there are any images used in this drawable, you'll need to provide a valid
		ImageProvider object that can be used to create storable representations of them.
	*/
	virtual const ValueTree createValueTree (ImageProvider* imageProvider) const = 0;

	/** Returns the tag ID that is used for a ValueTree that stores this type of drawable.  */
	virtual const Identifier getValueTreeType() const = 0;

	/** Internal class used to manage ValueTrees that represent Drawables. */
	class ValueTreeWrapperBase
	{
	public:
		ValueTreeWrapperBase (const ValueTree& state);
		~ValueTreeWrapperBase();

		ValueTree& getState() throw()	   { return state; }

		const String getID() const;
		void setID (const String& newID, UndoManager* undoManager);
		static const Identifier idProperty;

		ValueTree state;
	};

	juce_UseDebuggingNewOperator

protected:
	friend class DrawableComposite;
	/** @internal */
	DrawableComposite* parent;
	/** @internal */
	virtual void invalidatePoints() = 0;
	/** @internal */
	static Drawable* createChildFromValueTree (DrawableComposite* parent, const ValueTree& tree, ImageProvider* imageProvider);

private:
	String name;

	Drawable (const Drawable&);
	Drawable& operator= (const Drawable&);
};

#endif   // __JUCE_DRAWABLE_JUCEHEADER__
/*** End of inlined file: juce_Drawable.h ***/

/**
	A button that displays a Drawable.

	Up to three Drawable objects can be given to this button, to represent the
	'normal', 'over' and 'down' states.

	@see Button
*/
class JUCE_API  DrawableButton  : public Button
{
public:

	enum ButtonStyle
	{
		ImageFitted,		/**< The button will just display the images, but will resize and centre them to fit inside it. */
		ImageRaw,		   /**< The button will just display the images in their normal size and position.
										 This leaves it up to the caller to make sure the images are the correct size and position for the button. */
		ImageAboveTextLabel,	/**< Draws the button as a text label across the bottom with the image resized and scaled to fit above it. */
		ImageOnButtonBackground	 /**< Draws the button as a standard rounded-rectangle button with the image on top. */
	};

	/** Creates a DrawableButton.

		After creating one of these, use setImages() to specify the drawables to use.

		@param buttonName	   the name to give the component
		@param buttonStyle	  the layout to use

		@see ButtonStyle, setButtonStyle, setImages
	*/
	DrawableButton (const String& buttonName,
					ButtonStyle buttonStyle);

	/** Destructor. */
	~DrawableButton();

	/** Sets up the images to draw for the various button states.

		The button will keep its own internal copies of these drawables.

		@param normalImage	  the thing to draw for the button's 'normal' state. An internal copy
								will be made of the object passed-in if it is non-zero.
		@param overImage	the thing to draw for the button's 'over' state - if this is
								zero, the button's normal image will be used when the mouse is
								over it. An internal copy will be made of the object passed-in
								if it is non-zero.
		@param downImage	the thing to draw for the button's 'down' state - if this is
								zero, the 'over' image will be used instead (or the normal image
								as a last resort). An internal copy will be made of the object
								passed-in if it is non-zero.
		@param disabledImage	an image to draw when the button is disabled. If this is zero,
								the normal image will be drawn with a reduced opacity instead.
								An internal copy will be made of the object passed-in if it is
								non-zero.
		@param normalImageOn	same as the normalImage, but this is used when the button's toggle
								state is 'on'. If this is 0, the normal image is used instead
		@param overImageOn	  same as the overImage, but this is used when the button's toggle
								state is 'on'. If this is 0, the normalImageOn is drawn instead
		@param downImageOn	  same as the downImage, but this is used when the button's toggle
								state is 'on'. If this is 0, the overImageOn is drawn instead
		@param disabledImageOn  same as the disabledImage, but this is used when the button's toggle
								state is 'on'. If this is 0, the normal image will be drawn instead
								with a reduced opacity
	*/
	void setImages (const Drawable* normalImage,
					const Drawable* overImage = 0,
					const Drawable* downImage = 0,
					const Drawable* disabledImage = 0,
					const Drawable* normalImageOn = 0,
					const Drawable* overImageOn = 0,
					const Drawable* downImageOn = 0,
					const Drawable* disabledImageOn = 0);

	/** Changes the button's style.

		@see ButtonStyle
	*/
	void setButtonStyle (ButtonStyle newStyle);

	/** Changes the button's background colours.

		The toggledOffColour is the colour to use when the button's toggle state
		is off, and toggledOnColour when it's on.

		For an ImageOnly or ImageAboveTextLabel style, the background colour is
		used to fill the background of the component.

		For an ImageOnButtonBackground style, the colour is used to draw the
		button's lozenge shape and exactly how the colour's used will depend
		on the LookAndFeel.
	*/
	void setBackgroundColours (const Colour& toggledOffColour,
							   const Colour& toggledOnColour);

	/** Returns the current background colour being used.

		@see setBackgroundColour
	*/
	const Colour& getBackgroundColour() const throw();

	/** Gives the button an optional amount of space around the edge of the drawable.

		This will only apply to ImageFitted or ImageRaw styles, it won't affect the
		ones on a button background. If the button is too small for the given gap, a
		smaller gap will be used.

		By default there's a gap of about 3 pixels.
	*/
	void setEdgeIndent (int numPixelsIndent);

	/** Returns the image that the button is currently displaying. */
	const Drawable* getCurrentImage() const throw();
	const Drawable* getNormalImage() const throw();
	const Drawable* getOverImage() const throw();
	const Drawable* getDownImage() const throw();

	/** A set of colour IDs to use to change the colour of various aspects of the link.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		textColourId		 = 0x1004010, /**< The colour to use for the URL text. */
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paintButton (Graphics& g,
					  bool isMouseOverButton,
					  bool isButtonDown);

private:

	ButtonStyle style;
	ScopedPointer <Drawable> normalImage, overImage, downImage, disabledImage;
	ScopedPointer <Drawable> normalImageOn, overImageOn, downImageOn, disabledImageOn;
	Colour backgroundOff, backgroundOn;
	int edgeIndent;

	void deleteImages();
	DrawableButton (const DrawableButton&);
	DrawableButton& operator= (const DrawableButton&);
};

#endif   // __JUCE_DRAWABLEBUTTON_JUCEHEADER__
/*** End of inlined file: juce_DrawableButton.h ***/


#endif
#ifndef __JUCE_HYPERLINKBUTTON_JUCEHEADER__

/*** Start of inlined file: juce_HyperlinkButton.h ***/
#ifndef __JUCE_HYPERLINKBUTTON_JUCEHEADER__
#define __JUCE_HYPERLINKBUTTON_JUCEHEADER__

/**
	A button showing an underlined weblink, that will launch the link
	when it's clicked.

	@see Button
*/
class JUCE_API  HyperlinkButton  : public Button
{
public:

	/** Creates a HyperlinkButton.

		@param linkText	 the text that will be displayed in the button - this is
							also set as the Component's name, but the text can be
							changed later with the Button::getButtonText() method
		@param linkURL	  the URL to launch when the user clicks the button
	*/
	HyperlinkButton (const String& linkText,
					 const URL& linkURL);

	/** Destructor. */
	~HyperlinkButton();

	/** Changes the font to use for the text.

		If resizeToMatchComponentHeight is true, the font's height will be adjusted
		to match the size of the component.
	*/
	void setFont (const Font& newFont,
				  bool resizeToMatchComponentHeight,
				  const Justification& justificationType = Justification::horizontallyCentred);

	/** A set of colour IDs to use to change the colour of various aspects of the link.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		textColourId		 = 0x1001f00, /**< The colour to use for the URL text. */
	};

	/** Changes the URL that the button will trigger. */
	void setURL (const URL& newURL) throw();

	/** Returns the URL that the button will trigger. */
	const URL& getURL() const throw()			   { return url; }

	/** Resizes the button horizontally to fit snugly around the text.

		This won't affect the button's height.
	*/
	void changeWidthToFitText();

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void clicked();
	/** @internal */
	void colourChanged();
	/** @internal */
	void paintButton (Graphics& g,
					  bool isMouseOverButton,
					  bool isButtonDown);

private:
	URL url;
	Font font;
	bool resizeFont;
	Justification justification;

	const Font getFontToUse() const;

	HyperlinkButton (const HyperlinkButton&);
	HyperlinkButton& operator= (const HyperlinkButton&);
};

#endif   // __JUCE_HYPERLINKBUTTON_JUCEHEADER__
/*** End of inlined file: juce_HyperlinkButton.h ***/


#endif
#ifndef __JUCE_IMAGEBUTTON_JUCEHEADER__

/*** Start of inlined file: juce_ImageButton.h ***/
#ifndef __JUCE_IMAGEBUTTON_JUCEHEADER__
#define __JUCE_IMAGEBUTTON_JUCEHEADER__

/**
	As the title suggests, this is a button containing an image.

	The colour and transparency of the image can be set to vary when the
	button state changes.

	@see Button, ShapeButton, TextButton
*/
class JUCE_API  ImageButton  : public Button
{
public:

	/** Creates an ImageButton.

		Use setImage() to specify the image to use. The colours and opacities that
		are specified here can be changed later using setDrawingOptions().

		@param name		 the name to give the component
	*/
	explicit ImageButton (const String& name);

	/** Destructor. */
	~ImageButton();

	/** Sets up the images to draw in various states.

		@param resizeButtonNowToFitThisImage	if true, the button will be immediately
													resized to the same dimensions as the normal image
		@param rescaleImagesWhenButtonSizeChanges   if true, the image will be rescaled to fit the
													button when the button's size changes
		@param preserveImageProportions		 if true then any rescaling of the image to fit
													the button will keep the image's x and y proportions
													correct - i.e. it won't distort its shape, although
													this might create gaps around the edges
		@param normalImage			  the image to use when the button is in its normal state.
													button no longer needs it.
		@param imageOpacityWhenNormal		   the opacity to use when drawing the normal image.
		@param overlayColourWhenNormal		  an overlay colour to use to fill the alpha channel of the
													normal image - if this colour is transparent, no overlay
													will be drawn. The overlay will be drawn over the top of the
													image, so you can basically add a solid or semi-transparent
													colour to the image to brighten or darken it
		@param overImage				the image to use when the mouse is over the button. If
													you want to use the same image as was set in the normalImage
													parameter, this value can be a null image.
		@param imageOpacityWhenOver		 the opacity to use when drawing the image when the mouse
													is over the button
		@param overlayColourWhenOver		an overlay colour to use to fill the alpha channel of the
													image when the mouse is over - if this colour is transparent,
													no overlay will be drawn
		@param downImage				an image to use when the button is pressed down. If set
													to a null image, the 'over' image will be drawn instead (or the
													normal image if there isn't an 'over' image either).
		@param imageOpacityWhenDown		 the opacity to use when drawing the image when the button
													is pressed
		@param overlayColourWhenDown		an overlay colour to use to fill the alpha channel of the
													image when the button is pressed down - if this colour is
													transparent, no overlay will be drawn
		@param hitTestAlphaThreshold		if set to zero, the mouse is considered to be over the button
													whenever it's inside the button's bounding rectangle. If
													set to values higher than 0, the mouse will only be
													considered to be over the image when the value of the
													image's alpha channel at that position is greater than
													this level.
	*/
	void setImages (bool resizeButtonNowToFitThisImage,
					bool rescaleImagesWhenButtonSizeChanges,
					bool preserveImageProportions,
					const Image& normalImage,
					float imageOpacityWhenNormal,
					const Colour& overlayColourWhenNormal,
					const Image& overImage,
					float imageOpacityWhenOver,
					const Colour& overlayColourWhenOver,
					const Image& downImage,
					float imageOpacityWhenDown,
					const Colour& overlayColourWhenDown,
					float hitTestAlphaThreshold = 0.0f);

	/** Returns the currently set 'normal' image. */
	const Image getNormalImage() const;

	/** Returns the image that's drawn when the mouse is over the button.

		If a valid 'over' image has been set, this will return it; otherwise it'll
		just return the normal image.
	*/
	const Image getOverImage() const;

	/** Returns the image that's drawn when the button is held down.

		If a valid 'down' image has been set, this will return it; otherwise it'll
		return the 'over' image or normal image, depending on what's available.
	*/
	const Image getDownImage() const;

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	bool hitTest (int x, int y);
	/** @internal */
	void paintButton (Graphics& g,
					  bool isMouseOverButton,
					  bool isButtonDown);

private:

	bool scaleImageToFit, preserveProportions;
	unsigned char alphaThreshold;
	int imageX, imageY, imageW, imageH;
	Image normalImage, overImage, downImage;
	float normalOpacity, overOpacity, downOpacity;
	Colour normalOverlay, overOverlay, downOverlay;

	const Image getCurrentImage() const;

	ImageButton (const ImageButton&);
	ImageButton& operator= (const ImageButton&);
};

#endif   // __JUCE_IMAGEBUTTON_JUCEHEADER__
/*** End of inlined file: juce_ImageButton.h ***/


#endif
#ifndef __JUCE_SHAPEBUTTON_JUCEHEADER__

/*** Start of inlined file: juce_ShapeButton.h ***/
#ifndef __JUCE_SHAPEBUTTON_JUCEHEADER__
#define __JUCE_SHAPEBUTTON_JUCEHEADER__

/**
	A button that contains a filled shape.

	@see Button, ImageButton, TextButton, ArrowButton
*/
class JUCE_API  ShapeButton  : public Button
{
public:

	/** Creates a ShapeButton.

		@param name		 a name to give the component - see Component::setName()
		@param normalColour	 the colour to fill the shape with when the mouse isn't over
		@param overColour	   the colour to use when the mouse is over the shape
		@param downColour	   the colour to use when the button is in the pressed-down state
	*/
	ShapeButton (const String& name,
				 const Colour& normalColour,
				 const Colour& overColour,
				 const Colour& downColour);

	/** Destructor. */
	~ShapeButton();

	/** Sets the shape to use.

		@param newShape		 the shape to use
		@param resizeNowToFitThisShape  if true, the button will be resized to fit the shape's bounds
		@param maintainShapeProportions if true, the shape's proportions will be kept fixed when
										the button is resized
		@param hasDropShadow		if true, the button will be given a drop-shadow effect
	*/
	void setShape (const Path& newShape,
				   bool resizeNowToFitThisShape,
				   bool maintainShapeProportions,
				   bool hasDropShadow);

	/** Set the colours to use for drawing the shape.

		@param normalColour	 the colour to fill the shape with when the mouse isn't over
		@param overColour	   the colour to use when the mouse is over the shape
		@param downColour	   the colour to use when the button is in the pressed-down state
	*/
	void setColours (const Colour& normalColour,
					 const Colour& overColour,
					 const Colour& downColour);

	/** Sets up an outline to draw around the shape.

		@param outlineColour	the colour to use
		@param outlineStrokeWidth   the thickness of line to draw
	*/
	void setOutline (const Colour& outlineColour,
					 float outlineStrokeWidth);

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paintButton (Graphics& g,
					  bool isMouseOverButton,
					  bool isButtonDown);

private:
	Colour normalColour, overColour, downColour, outlineColour;
	DropShadowEffect shadow;
	Path shape;
	bool maintainShapeProportions;
	float outlineWidth;

	ShapeButton (const ShapeButton&);
	ShapeButton& operator= (const ShapeButton&);
};

#endif   // __JUCE_SHAPEBUTTON_JUCEHEADER__
/*** End of inlined file: juce_ShapeButton.h ***/


#endif
#ifndef __JUCE_TEXTBUTTON_JUCEHEADER__

#endif
#ifndef __JUCE_TOGGLEBUTTON_JUCEHEADER__

/*** Start of inlined file: juce_ToggleButton.h ***/
#ifndef __JUCE_TOGGLEBUTTON_JUCEHEADER__
#define __JUCE_TOGGLEBUTTON_JUCEHEADER__

/**
	A button that can be toggled on/off.

	All buttons can be toggle buttons, but this lets you create one of the
	standard ones which has a tick-box and a text label next to it.

	@see Button, DrawableButton, TextButton
*/
class JUCE_API  ToggleButton  : public Button
{
public:

	/** Creates a ToggleButton.

		@param buttonText   the text to put in the button (the component's name is also
							initially set to this string, but these can be changed later
							using the setName() and setButtonText() methods)
	*/
	explicit ToggleButton (const String& buttonText = String::empty);

	/** Destructor. */
	~ToggleButton();

	/** Resizes the button to fit neatly around its current text.

		The button's height won't be affected, only its width.
	*/
	void changeWidthToFitText();

	/** A set of colour IDs to use to change the colour of various aspects of the button.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		textColourId			= 0x1006501   /**< The colour to use for the button's text. */
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paintButton (Graphics& g,
					  bool isMouseOverButton,
					  bool isButtonDown);

	/** @internal */
	void colourChanged();

private:

	ToggleButton (const ToggleButton&);
	ToggleButton& operator= (const ToggleButton&);
};

#endif   // __JUCE_TOGGLEBUTTON_JUCEHEADER__
/*** End of inlined file: juce_ToggleButton.h ***/


#endif
#ifndef __JUCE_TOOLBARBUTTON_JUCEHEADER__

/*** Start of inlined file: juce_ToolbarButton.h ***/
#ifndef __JUCE_TOOLBARBUTTON_JUCEHEADER__
#define __JUCE_TOOLBARBUTTON_JUCEHEADER__


/*** Start of inlined file: juce_ToolbarItemComponent.h ***/
#ifndef __JUCE_TOOLBARITEMCOMPONENT_JUCEHEADER__
#define __JUCE_TOOLBARITEMCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_Toolbar.h ***/
#ifndef __JUCE_TOOLBAR_JUCEHEADER__
#define __JUCE_TOOLBAR_JUCEHEADER__


/*** Start of inlined file: juce_DragAndDropContainer.h ***/
#ifndef __JUCE_DRAGANDDROPCONTAINER_JUCEHEADER__
#define __JUCE_DRAGANDDROPCONTAINER_JUCEHEADER__


/*** Start of inlined file: juce_DragAndDropTarget.h ***/
#ifndef __JUCE_DRAGANDDROPTARGET_JUCEHEADER__
#define __JUCE_DRAGANDDROPTARGET_JUCEHEADER__

/**
	Components derived from this class can have things dropped onto them by a DragAndDropContainer.

	To create a component that can receive things drag-and-dropped by a DragAndDropContainer,
	derive your component from this class, and make sure that it is somewhere inside a
	DragAndDropContainer component.

	Note: If all that you need to do is to respond to files being drag-and-dropped from
	the operating system onto your component, you don't need any of these classes: instead
	see the FileDragAndDropTarget class.

	@see DragAndDropContainer, FileDragAndDropTarget
*/
class JUCE_API  DragAndDropTarget
{
public:
	/** Destructor. */
	virtual ~DragAndDropTarget()  {}

	/** Callback to check whether this target is interested in the type of object being
		dragged.

		@param sourceDescription	the description string passed into DragAndDropContainer::startDragging()
		@param sourceComponent	  the component that was passed into DragAndDropContainer::startDragging()
		@returns			true if this component wants to receive the other callbacks regarging this
									type of object; if it returns false, no other callbacks will be made.
	*/
	virtual bool isInterestedInDragSource (const String& sourceDescription,
										   Component* sourceComponent) = 0;

	/** Callback to indicate that something is being dragged over this component.

		This gets called when the user moves the mouse into this component while dragging
		something.

		Use this callback as a trigger to make your component repaint itself to give the
		user feedback about whether the item can be dropped here or not.

		@param sourceDescription	the description string passed into DragAndDropContainer::startDragging()
		@param sourceComponent	  the component that was passed into DragAndDropContainer::startDragging()
		@param x			the mouse x position, relative to this component
		@param y			the mouse y position, relative to this component
		@see itemDragExit
	*/
	virtual void itemDragEnter (const String& sourceDescription,
								Component* sourceComponent,
								int x, int y);

	/** Callback to indicate that the user is dragging something over this component.

		This gets called when the user moves the mouse over this component while dragging
		something. Normally overriding itemDragEnter() and itemDragExit() are enough, but
		this lets you know what happens in-between.

		@param sourceDescription	the description string passed into DragAndDropContainer::startDragging()
		@param sourceComponent	  the component that was passed into DragAndDropContainer::startDragging()
		@param x			the mouse x position, relative to this component
		@param y			the mouse y position, relative to this component
	*/
	virtual void itemDragMove (const String& sourceDescription,
							   Component* sourceComponent,
							   int x, int y);

	/** Callback to indicate that something has been dragged off the edge of this component.

		This gets called when the user moves the mouse out of this component while dragging
		something.

		If you've used itemDragEnter() to repaint your component and give feedback, use this
		as a signal to repaint it in its normal state.

		@param sourceDescription	the description string passed into DragAndDropContainer::startDragging()
		@param sourceComponent	  the component that was passed into DragAndDropContainer::startDragging()
		@see itemDragEnter
	*/
	virtual void itemDragExit (const String& sourceDescription,
							   Component* sourceComponent);

	/** Callback to indicate that the user has dropped something onto this component.

		When the user drops an item this get called, and you can use the description to
		work out whether your object wants to deal with it or not.

		Note that after this is called, the itemDragExit method may not be called, so you should
		clean up in here if there's anything you need to do when the drag finishes.

		@param sourceDescription	the description string passed into DragAndDropContainer::startDragging()
		@param sourceComponent	  the component that was passed into DragAndDropContainer::startDragging()
		@param x			the mouse x position, relative to this component
		@param y			the mouse y position, relative to this component
	*/
	virtual void itemDropped (const String& sourceDescription,
							  Component* sourceComponent,
							  int x, int y) = 0;

	/** Overriding this allows the target to tell the drag container whether to
		draw the drag image while the cursor is over it.

		By default it returns true, but if you return false, then the normal drag
		image will not be shown when the cursor is over this target.
	*/
	virtual bool shouldDrawDragImageWhenOver();
};

#endif   // __JUCE_DRAGANDDROPTARGET_JUCEHEADER__
/*** End of inlined file: juce_DragAndDropTarget.h ***/

/**
	Enables drag-and-drop behaviour for a component and all its sub-components.

	For a component to be able to make or receive drag-and-drop events, one of its parent
	components must derive from this class. It's probably best for the top-level
	component to implement it.

	Then to start a drag operation, any sub-component can just call the startDragging()
	method, and this object will take over, tracking the mouse and sending appropriate
	callbacks to any child components derived from DragAndDropTarget which the mouse
	moves over.

	Note: If all that you need to do is to respond to files being drag-and-dropped from
	the operating system onto your component, you don't need any of these classes: you can do this
	simply by overriding Component::filesDropped().

	@see DragAndDropTarget
*/
class JUCE_API  DragAndDropContainer
{
public:

	/** Creates a DragAndDropContainer.

		The object that derives from this class must also be a Component.
	*/
	DragAndDropContainer();

	/** Destructor. */
	virtual ~DragAndDropContainer();

	/** Begins a drag-and-drop operation.

		This starts a drag-and-drop operation - call it when the user drags the
		mouse in your drag-source component, and this object will track mouse
		movements until the user lets go of the mouse button, and will send
		appropriate messages to DragAndDropTarget objects that the mouse moves
		over.

		findParentDragContainerFor() is a handy method to call to find the
		drag container to use for a component.

		@param sourceDescription	a string to use as the description of the thing being
									dragged - this will be passed to the objects that might be
									dropped-onto so they can decide if they want to handle it or
									not
		@param sourceComponent	  the component that is being dragged
		@param dragImage		the image to drag around underneath the mouse. If this is a null image,
									a snapshot of the sourceComponent will be used instead.
		@param allowDraggingToOtherJuceWindows   if true, the dragged component will appear as a desktop
									window, and can be dragged to DragAndDropTargets that are the
									children of components other than this one.
		@param imageOffsetFromMouse if an image has been passed-in, this specifies the offset
									at which the image should be drawn from the mouse. If it isn't
									specified, then the image will be centred around the mouse. If
									an image hasn't been passed-in, this will be ignored.
	*/
	void startDragging (const String& sourceDescription,
						Component* sourceComponent,
						const Image& dragImage = Image::null,
						bool allowDraggingToOtherJuceWindows = false,
						const Point<int>* imageOffsetFromMouse = 0);

	/** Returns true if something is currently being dragged. */
	bool isDragAndDropActive() const;

	/** Returns the description of the thing that's currently being dragged.

		If nothing's being dragged, this will return an empty string, otherwise it's the
		string that was passed into startDragging().

		@see startDragging
	*/
	const String getCurrentDragDescription() const;

	/** Utility to find the DragAndDropContainer for a given Component.

		This will search up this component's parent hierarchy looking for the first
		parent component which is a DragAndDropContainer.

		It's useful when a component wants to call startDragging but doesn't know
		the DragAndDropContainer it should to use.

		Obviously this may return 0 if it doesn't find a suitable component.
	*/
	static DragAndDropContainer* findParentDragContainerFor (Component* childComponent);

	/** This performs a synchronous drag-and-drop of a set of files to some external
		application.

		You can call this function in response to a mouseDrag callback, and it will
		block, running its own internal message loop and tracking the mouse, while it
		uses a native operating system drag-and-drop operation to move or copy some
		files to another application.

		@param files		a list of filenames to drag
		@param canMoveFiles	 if true, the app that receives the files is allowed to move the files to a new location
								(if this is appropriate). If false, the receiver is expected to make a copy of them.
		@returns	true if the files were successfully dropped somewhere, or false if it
						was interrupted
		@see performExternalDragDropOfText
	*/
	static bool performExternalDragDropOfFiles (const StringArray& files, bool canMoveFiles);

	/** This performs a synchronous drag-and-drop of a block of text to some external
		application.

		You can call this function in response to a mouseDrag callback, and it will
		block, running its own internal message loop and tracking the mouse, while it
		uses a native operating system drag-and-drop operation to move or copy some
		text to another application.

		@param text	 the text to copy
		@returns	true if the text was successfully dropped somewhere, or false if it
						was interrupted
		@see performExternalDragDropOfFiles
	*/
	static bool performExternalDragDropOfText (const String& text);

	juce_UseDebuggingNewOperator

protected:
	/** Override this if you want to be able to perform an external drag a set of files
		when the user drags outside of this container component.

		This method will be called when a drag operation moves outside the Juce-based window,
		and if you want it to then perform a file drag-and-drop, add the filenames you want
		to the array passed in, and return true.

		@param dragSourceDescription	the description passed into the startDrag() call when the drag began
		@param dragSourceComponent	  the component passed into the startDrag() call when the drag began
		@param files			on return, the filenames you want to drag
		@param canMoveFiles		 on return, true if it's ok for the receiver to move the files; false if
											it must make a copy of them (see the performExternalDragDropOfFiles()
											method)
		@see performExternalDragDropOfFiles
	*/
	virtual bool shouldDropFilesWhenDraggedExternally (const String& dragSourceDescription,
													   Component* dragSourceComponent,
													   StringArray& files,
													   bool& canMoveFiles);

private:
	friend class DragImageComponent;
	ScopedPointer <Component> dragImageComponent;
	String currentDragDesc;
};

#endif   // __JUCE_DRAGANDDROPCONTAINER_JUCEHEADER__
/*** End of inlined file: juce_DragAndDropContainer.h ***/

class ToolbarItemComponent;
class ToolbarItemFactory;

/**
	A toolbar component.

	A toolbar contains a horizontal or vertical strip of ToolbarItemComponents,
	and looks after their order and layout.

	Items (icon buttons or other custom components) are added to a toolbar using a
	ToolbarItemFactory - each type of item is given a unique ID number, and a
	toolbar might contain more than one instance of a particular item type.

	Toolbars can be interactively customised, allowing the user to drag the items
	around, and to drag items onto or off the toolbar, using the ToolbarItemPalette
	component as a source of new items.

	@see ToolbarItemFactory, ToolbarItemComponent, ToolbarItemPalette
*/
class JUCE_API  Toolbar   : public Component,
							public DragAndDropContainer,
							public DragAndDropTarget,
							private ButtonListener  // (can't use Button::Listener due to idiotic VC2005 bug)
{
public:

	/** Creates an empty toolbar component.

		To add some icons or other components to your toolbar, you'll need to
		create a ToolbarItemFactory class that can create a suitable set of
		ToolbarItemComponents.

		@see ToolbarItemFactory, ToolbarItemComponents
	*/
	Toolbar();

	/** Destructor.

		Any items on the bar will be deleted when the toolbar is deleted.
	*/
	~Toolbar();

	/** Changes the bar's orientation.
		@see isVertical
	*/
	void setVertical (bool shouldBeVertical);

	/** Returns true if the bar is set to be vertical, or false if it's horizontal.

		You can change the bar's orientation with setVertical().
	*/
	bool isVertical() const throw()		  { return vertical; }

	/** Returns the depth of the bar.

		If the bar is horizontal, this will return its height; if it's vertical, it
		will return its width.

		@see getLength
	*/
	int getThickness() const throw();

	/** Returns the length of the bar.

		If the bar is horizontal, this will return its width; if it's vertical, it
		will return its height.

		@see getThickness
	*/
	int getLength() const throw();

	/** Deletes all items from the bar.
	*/
	void clear();

	/** Adds an item to the toolbar.

		The factory's ToolbarItemFactory::createItem() will be called by this method
		to create the component that will actually be added to the bar.

		The new item will be inserted at the specified index (if the index is -1, it
		will be added to the right-hand or bottom end of the bar).

		Once added, the component will be automatically deleted by this object when it
		is no longer needed.

		@see ToolbarItemFactory
	*/
	void addItem (ToolbarItemFactory& factory,
				  int itemId,
				  int insertIndex = -1);

	/** Deletes one of the items from the bar.
	*/
	void removeToolbarItem (int itemIndex);

	/** Returns the number of items currently on the toolbar.

		@see getItemId, getItemComponent
	*/
	int getNumItems() const throw();

	/** Returns the ID of the item with the given index.

		If the index is less than zero or greater than the number of items,
		this will return 0.

		@see getNumItems
	*/
	int getItemId (int itemIndex) const throw();

	/** Returns the component being used for the item with the given index.

		If the index is less than zero or greater than the number of items,
		this will return 0.

		@see getNumItems
	*/
	ToolbarItemComponent* getItemComponent (int itemIndex) const throw();

	/** Clears this toolbar and adds to it the default set of items that the specified
		factory creates.

		@see ToolbarItemFactory::getDefaultItemSet
	*/
	void addDefaultItems (ToolbarItemFactory& factoryToUse);

	/** Options for the way items should be displayed.
		@see setStyle, getStyle
	*/
	enum ToolbarItemStyle
	{
		iconsOnly,	   /**< Means that the toolbar should just contain icons. */
		iconsWithText,   /**< Means that the toolbar should have text labels under each icon. */
		textOnly	 /**< Means that the toolbar only display text labels for each item. */
	};

	/** Returns the toolbar's current style.
		@see ToolbarItemStyle, setStyle
	*/
	ToolbarItemStyle getStyle() const throw()		{ return toolbarStyle; }

	/** Changes the toolbar's current style.
		@see ToolbarItemStyle, getStyle, ToolbarItemComponent::setStyle
	*/
	void setStyle (const ToolbarItemStyle& newStyle);

	/** Flags used by the showCustomisationDialog() method. */
	enum CustomisationFlags
	{
		allowIconsOnlyChoice		= 1,	/**< If this flag is specified, the customisation dialog can
													 show the "icons only" option on its choice of toolbar styles. */
		allowIconsWithTextChoice	= 2,	/**< If this flag is specified, the customisation dialog can
													 show the "icons with text" option on its choice of toolbar styles. */
		allowTextOnlyChoice		 = 4,	/**< If this flag is specified, the customisation dialog can
													 show the "text only" option on its choice of toolbar styles. */
		showResetToDefaultsButton	   = 8,	/**< If this flag is specified, the customisation dialog can
													 show a button to reset the toolbar to its default set of items. */

		allCustomisationOptionsEnabled = (allowIconsOnlyChoice | allowIconsWithTextChoice | allowTextOnlyChoice | showResetToDefaultsButton)
	};

	/** Pops up a modal dialog box that allows this toolbar to be customised by the user.

		The dialog contains a ToolbarItemPalette and various controls for editing other
		aspects of the toolbar. This method will block and run the dialog box modally,
		returning when the user closes it.

		The factory is used to determine the set of items that will be shown on the
		palette.

		The optionFlags parameter is a bitwise-or of values from the CustomisationFlags
		enum.

		@see ToolbarItemPalette
	*/
	void showCustomisationDialog (ToolbarItemFactory& factory,
								  int optionFlags = allCustomisationOptionsEnabled);

	/** Turns on or off the toolbar's editing mode, in which its items can be
		rearranged by the user.

		(In most cases it's easier just to use showCustomisationDialog() instead of
		trying to enable editing directly).

		@see ToolbarItemPalette
	*/
	void setEditingActive (bool editingEnabled);

	/** A set of colour IDs to use to change the colour of various aspects of the toolbar.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1003200,  /**< A colour to use to fill the toolbar's background. For
													   more control over this, override LookAndFeel::paintToolbarBackground(). */
		separatorColourId	   = 0x1003210,  /**< A colour to use to draw the separator lines. */

		buttonMouseOverBackgroundColourId = 0x1003220,  /**< A colour used to paint the background of buttons when the mouse is
															 over them. */
		buttonMouseDownBackgroundColourId = 0x1003230,  /**< A colour used to paint the background of buttons when the mouse is
															 held down on them. */

		labelTextColourId	   = 0x1003240,	/**< A colour to use for drawing the text under buttons
															 when the style is set to iconsWithText or textOnly. */

		editingModeOutlineColourId  = 0x1003250   /**< A colour to use for an outline around buttons when
													   the customisation dialog is active and the mouse moves over them. */
	};

	/** Returns a string that represents the toolbar's current set of items.

		This lets you later restore the same item layout using restoreFromString().

		@see restoreFromString
	*/
	const String toString() const;

	/** Restores a set of items that was previously stored in a string by the toString()
		method.

		The factory object is used to create any item components that are needed.

		@see toString
	*/
	bool restoreFromString (ToolbarItemFactory& factoryToUse,
							const String& savedVersion);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void buttonClicked (Button*);
	/** @internal */
	void mouseDown (const MouseEvent&);
	/** @internal */
	bool isInterestedInDragSource (const String&, Component*);
	/** @internal */
	void itemDragMove (const String&, Component*, int, int);
	/** @internal */
	void itemDragExit (const String&, Component*);
	/** @internal */
	void itemDropped (const String&, Component*, int, int);
	/** @internal */
	void updateAllItemPositions (bool animate);
	/** @internal */
	static ToolbarItemComponent* createItem (ToolbarItemFactory&, int itemId);

	juce_UseDebuggingNewOperator

private:
	ScopedPointer<Button> missingItemsButton;
	bool vertical, isEditingActive;
	ToolbarItemStyle toolbarStyle;
	class MissingItemsComponent;
	friend class MissingItemsComponent;
	OwnedArray <ToolbarItemComponent> items;

	friend class ItemDragAndDropOverlayComponent;
	static const char* const toolbarDragDescriptor;

	void addItemInternal (ToolbarItemFactory& factory, int itemId, int insertIndex);

	ToolbarItemComponent* getNextActiveComponent (int index, int delta) const;

	Toolbar (const Toolbar&);
	Toolbar& operator= (const Toolbar&);
};

#endif   // __JUCE_TOOLBAR_JUCEHEADER__
/*** End of inlined file: juce_Toolbar.h ***/

class ItemDragAndDropOverlayComponent;

/**
	A component that can be used as one of the items in a Toolbar.

	Each of the items on a toolbar must be a component derived from ToolbarItemComponent,
	and these objects are always created by a ToolbarItemFactory - see the ToolbarItemFactory
	class for further info about creating them.

	The ToolbarItemComponent class is actually a button, but can be used to hold non-button
	components too. To do this, set the value of isBeingUsedAsAButton to false when
	calling the constructor, and override contentAreaChanged(), in which you can position
	any sub-components you need to add.

	To add basic buttons without writing a special subclass, have a look at the
	ToolbarButton class.

	@see ToolbarButton, Toolbar, ToolbarItemFactory
*/
class JUCE_API  ToolbarItemComponent  : public Button
{
public:

	/** Constructor.

		@param itemId	   the ID of the type of toolbar item which this represents
		@param labelText	the text to display if the toolbar's style is set to
							Toolbar::iconsWithText or Toolbar::textOnly
		@param isBeingUsedAsAButton	 set this to false if you don't want the button
							to draw itself with button over/down states when the mouse
							moves over it or clicks
	*/
	ToolbarItemComponent (int itemId,
						  const String& labelText,
						  bool isBeingUsedAsAButton);

	/** Destructor. */
	~ToolbarItemComponent();

	/** Returns the item type ID that this component represents.
		This value is in the constructor.
	*/
	int getItemId() const throw()					   { return itemId; }

	/** Returns the toolbar that contains this component, or 0 if it's not currently
		inside one.
	*/
	Toolbar* getToolbar() const;

	/** Returns true if this component is currently inside a toolbar which is vertical.
		@see Toolbar::isVertical
	*/
	bool isToolbarVertical() const;

	/** Returns the current style setting of this item.

		Styles are listed in the Toolbar::ToolbarItemStyle enum.
		@see setStyle, Toolbar::getStyle
	*/
	Toolbar::ToolbarItemStyle getStyle() const throw()		  { return toolbarStyle; }

	/** Changes the current style setting of this item.

		Styles are listed in the Toolbar::ToolbarItemStyle enum, and are automatically updated
		by the toolbar that holds this item.

		@see setStyle, Toolbar::setStyle
	*/
	virtual void setStyle (const Toolbar::ToolbarItemStyle& newStyle);

	/** Returns the area of the component that should be used to display the button image or
		other contents of the item.

		This content area may change when the item's style changes, and may leave a space around the
		edge of the component where the text label can be shown.

		@see contentAreaChanged
	*/
	const Rectangle<int> getContentArea() const throw()		 { return contentArea; }

	/** This method must return the size criteria for this item, based on a given toolbar
		size and orientation.

		The preferredSize, minSize and maxSize values must all be set by your implementation
		method. If the toolbar is horizontal, these will be the width of the item; for a vertical
		toolbar, they refer to the item's height.

		The preferredSize is the size that the component would like to be, and this must be
		between the min and max sizes. For a fixed-size item, simply set all three variables to
		the same value.

		The toolbarThickness parameter tells you the depth of the toolbar - the same as calling
		Toolbar::getThickness().

		The isToolbarVertical parameter tells you whether the bar is oriented horizontally or
		vertically.
	*/
	virtual bool getToolbarItemSizes (int toolbarThickness,
									  bool isToolbarVertical,
									  int& preferredSize,
									  int& minSize,
									  int& maxSize) = 0;

	/** Your subclass should use this method to draw its content area.

		The graphics object that is passed-in will have been clipped and had its origin
		moved to fit the content area as specified get getContentArea(). The width and height
		parameters are the width and height of the content area.

		If the component you're writing isn't a button, you can just do nothing in this method.
	*/
	virtual void paintButtonArea (Graphics& g,
								  int width, int height,
								  bool isMouseOver, bool isMouseDown) = 0;

	/** Callback to indicate that the content area of this item has changed.

		This might be because the component was resized, or because the style changed and
		the space needed for the text label is different.

		See getContentArea() for a description of what the area is.
	*/
	virtual void contentAreaChanged (const Rectangle<int>& newBounds) = 0;

	/** Editing modes.
		These are used by setEditingMode(), but will be rarely needed in user code.
	*/
	enum ToolbarEditingMode
	{
		normalMode = 0,	 /**< Means that the component is active, inside a toolbar. */
		editableOnToolbar,  /**< Means that the component is on a toolbar, but the toolbar is in
								 customisation mode, and the items can be dragged around. */
		editableOnPalette   /**< Means that the component is on an new-item palette, so it can be
								 dragged onto a toolbar to add it to that bar.*/
	};

	/** Changes the editing mode of this component.

		This is used by the ToolbarItemPalette and related classes for making the items draggable,
		and is unlikely to be of much use in end-user-code.
	*/
	void setEditingMode (const ToolbarEditingMode newMode);

	/** Returns the current editing mode of this component.

		This is used by the ToolbarItemPalette and related classes for making the items draggable,
		and is unlikely to be of much use in end-user-code.
	*/
	ToolbarEditingMode getEditingMode() const throw()		   { return mode; }

	/** @internal */
	void paintButton (Graphics& g, bool isMouseOver, bool isMouseDown);
	/** @internal */
	void resized();

	juce_UseDebuggingNewOperator

private:
	friend class Toolbar;
	friend class ItemDragAndDropOverlayComponent;
	const int itemId;
	ToolbarEditingMode mode;
	Toolbar::ToolbarItemStyle toolbarStyle;
	ScopedPointer <Component> overlayComp;
	int dragOffsetX, dragOffsetY;
	bool isActive, isBeingDragged, isBeingUsedAsAButton;
	Rectangle<int> contentArea;

	ToolbarItemComponent (const ToolbarItemComponent&);
	ToolbarItemComponent& operator= (const ToolbarItemComponent&);
};

#endif   // __JUCE_TOOLBARITEMCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_ToolbarItemComponent.h ***/

/**
	A type of button designed to go on a toolbar.

	This simple button can have two Drawable objects specified - one for normal
	use and another one (optionally) for the button's "on" state if it's a
	toggle button.

	@see Toolbar, ToolbarItemFactory, ToolbarItemComponent, Drawable, Button
*/
class JUCE_API  ToolbarButton   : public ToolbarItemComponent
{
public:

	/** Creates a ToolbarButton.

		@param itemId	   the ID for this toolbar item type. This is passed through to the
							ToolbarItemComponent constructor
		@param labelText	the text to display on the button (if the toolbar is using a style
							that shows text labels). This is passed through to the
							ToolbarItemComponent constructor
		@param normalImage  a drawable object that the button should use as its icon. The object
							that is passed-in here will be kept by this object and will be
							deleted when no longer needed or when this button is deleted.
		@param toggledOnImage  a drawable object that the button can use as its icon if the button
							is in a toggled-on state (see the Button::getToggleState() method). If
							0 is passed-in here, then the normal image will be used instead, regardless
							of the toggle state. The object that is passed-in here will be kept by
							this object and will be deleted when no longer needed or when this button
							is deleted.
	*/
	ToolbarButton (int itemId,
				   const String& labelText,
				   Drawable* normalImage,
				   Drawable* toggledOnImage);

	/** Destructor. */
	~ToolbarButton();

	/** @internal */
	bool getToolbarItemSizes (int toolbarDepth, bool isToolbarVertical, int& preferredSize,
							  int& minSize, int& maxSize);
	/** @internal */
	void paintButtonArea (Graphics& g, int width, int height, bool isMouseOver, bool isMouseDown);
	/** @internal */
	void contentAreaChanged (const Rectangle<int>& newBounds);

	juce_UseDebuggingNewOperator

private:
	ScopedPointer <Drawable> normalImage, toggledOnImage;

	ToolbarButton (const ToolbarButton&);
	ToolbarButton& operator= (const ToolbarButton&);
};

#endif   // __JUCE_TOOLBARBUTTON_JUCEHEADER__
/*** End of inlined file: juce_ToolbarButton.h ***/


#endif
#ifndef __JUCE_CODEDOCUMENT_JUCEHEADER__

/*** Start of inlined file: juce_CodeDocument.h ***/
#ifndef __JUCE_CODEDOCUMENT_JUCEHEADER__
#define __JUCE_CODEDOCUMENT_JUCEHEADER__

class CodeDocumentLine;

/**
	A class for storing and manipulating a source code file.

	When using a CodeEditorComponent, it takes one of these as its source object.

	The CodeDocument stores its content as an array of lines, which makes it
	quick to insert and delete.

	@see CodeEditorComponent
*/
class JUCE_API  CodeDocument
{
public:
	/** Creates a new, empty document.
	*/
	CodeDocument();

	/** Destructor. */
	~CodeDocument();

	/** A position in a code document.

		Using this class you can find a position in a code document and quickly get its
		character position, line, and index. By calling setPositionMaintained (true), the
		position is automatically updated when text is inserted or deleted in the document,
		so that it maintains its original place in the text.
	*/
	class JUCE_API  Position
	{
	public:
		/** Creates an uninitialised postion.
			Don't attempt to call any methods on this until you've given it an owner document
			to refer to!
		*/
		Position() throw();

		/** Creates a position based on a line and index in a document.

			Note that this index is NOT the column number, it's the number of characters from the
			start of the line. The "column" number isn't quite the same, because if the line
			contains any tab characters, the relationship of the index to its visual column depends on
			the number of spaces per tab being used!

			Lines are numbered from zero, and if the line or index are beyond the bounds of the document,
			they will be adjusted to keep them within its limits.
		*/
		Position (const CodeDocument* ownerDocument,
				  int line, int indexInLine) throw();

		/** Creates a position based on a character index in a document.
			This position is placed at the specified number of characters from the start of the
			document. The line and column are auto-calculated.

			If the position is beyond the range of the document, it'll be adjusted to keep it
			inside.
		*/
		Position (const CodeDocument* ownerDocument,
				  int charactersFromStartOfDocument) throw();

		/** Creates a copy of another position.

			This will copy the position, but the new object will not be set to maintain its position,
			even if the source object was set to do so.
		*/
		Position (const Position& other) throw();

		/** Destructor. */
		~Position();

		Position& operator= (const Position& other);
		bool operator== (const Position& other) const throw();
		bool operator!= (const Position& other) const throw();

		/** Points this object at a new position within the document.

			If the position is beyond the range of the document, it'll be adjusted to keep it
			inside.
			@see getPosition, setLineAndIndex
		*/
		void setPosition (int charactersFromStartOfDocument);

		/** Returns the position as the number of characters from the start of the document.
			@see setPosition, getLineNumber, getIndexInLine
		*/
		int getPosition() const throw()		 { return characterPos; }

		/** Moves the position to a new line and index within the line.

			Note that the index is NOT the column at which the position appears in an editor.
			If the line contains any tab characters, the relationship of the index to its
			visual position depends on the number of spaces per tab being used!

			Lines are numbered from zero, and if the line or index are beyond the bounds of the document,
			they will be adjusted to keep them within its limits.
		*/
		void setLineAndIndex (int newLine, int newIndexInLine);

		/** Returns the line number of this position.
			The first line in the document is numbered zero, not one!
		*/
		int getLineNumber() const throw()	   { return line; }

		/** Returns the number of characters from the start of the line.

			Note that this value is NOT the column at which the position appears in an editor.
			If the line contains any tab characters, the relationship of the index to its
			visual position depends on the number of spaces per tab being used!
		*/
		int getIndexInLine() const throw()	  { return indexInLine; }

		/** Allows the position to be automatically updated when the document changes.

			If this is set to true, the positon will register with its document so that
			when the document has text inserted or deleted, this position will be automatically
			moved to keep it at the same position in the text.
		*/
		void setPositionMaintained (bool isMaintained);

		/** Moves the position forwards or backwards by the specified number of characters.
			@see movedBy
		*/
		void moveBy (int characterDelta);

		/** Returns a position which is the same as this one, moved by the specified number of
			characters.
			@see moveBy
		*/
		const Position movedBy (int characterDelta) const;

		/** Returns a position which is the same as this one, moved up or down by the specified
			number of lines.
			@see movedBy
		*/
		const Position movedByLines (int deltaLines) const;

		/** Returns the character in the document at this position.
			@see getLineText
		*/
		const juce_wchar getCharacter() const;

		/** Returns the line from the document that this position is within.
			@see getCharacter, getLineNumber
		*/
		const String getLineText() const;

	private:
		CodeDocument* owner;
		int characterPos, line, indexInLine;
		bool positionMaintained;
	};

	/** Returns the full text of the document. */
	const String getAllContent() const;

	/** Returns a section of the document's text. */
	const String getTextBetween (const Position& start, const Position& end) const;

	/** Returns a line from the document. */
	const String getLine (int lineIndex) const throw();

	/** Returns the number of characters in the document. */
	int getNumCharacters() const throw();

	/** Returns the number of lines in the document. */
	int getNumLines() const throw()			 { return lines.size(); }

	/** Returns the number of characters in the longest line of the document. */
	int getMaximumLineLength() throw();

	/** Deletes a section of the text.

		This operation is undoable.
	*/
	void deleteSection (const Position& startPosition, const Position& endPosition);

	/** Inserts some text into the document at a given position.

		This operation is undoable.
	*/
	void insertText (const Position& position, const String& text);

	/** Clears the document and replaces it with some new text.

		This operation is undoable - if you're trying to completely reset the document, you
		might want to also call clearUndoHistory() and setSavePoint() after using this method.
	*/
	void replaceAllContent (const String& newContent);

	/** Replaces the editor's contents with the contents of a stream.
		This will also reset the undo history and save point marker.
	*/
	bool loadFromStream (InputStream& stream);

	/** Writes the editor's current contents to a stream. */
	bool writeToStream (OutputStream& stream);

	/** Returns the preferred new-line characters for the document.
		This will be either "\n", "\r\n", or (rarely) "\r".
		@see setNewLineCharacters
	*/
	const String getNewLineCharacters() const throw()	   { return newLineChars; }

	/** Sets the new-line characters that the document should use.
		The string must be either "\n", "\r\n", or (rarely) "\r".
		@see getNewLineCharacters
	*/
	void setNewLineCharacters (const String& newLine) throw();

	/** Begins a new undo transaction.

		The document itself will not call this internally, so relies on whatever is using the
		document to periodically call this to break up the undo sequence into sensible chunks.
		@see UndoManager::beginNewTransaction
	*/
	void newTransaction();

	/** Undo the last operation.
		@see UndoManager::undo
	*/
	void undo();

	/** Redo the last operation.
		@see UndoManager::redo
	*/
	void redo();

	/** Clears the undo history.
		@see UndoManager::clearUndoHistory
	*/
	void clearUndoHistory();

	/** Returns the document's UndoManager */
	UndoManager& getUndoManager() throw()		   { return undoManager; }

	/** Makes a note that the document's current state matches the one that is saved.

		After this has been called, hasChangedSinceSavePoint() will return false until
		the document has been altered, and then it'll start returning true. If the document is
		altered, but then undone until it gets back to this state, hasChangedSinceSavePoint()
		will again return false.

		@see hasChangedSinceSavePoint
	*/
	void setSavePoint() throw();

	/** Returns true if the state of the document differs from the state it was in when
		setSavePoint() was last called.

		@see setSavePoint
	*/
	bool hasChangedSinceSavePoint() const throw();

	/** Searches for a word-break. */
	const Position findWordBreakAfter (const Position& position) const throw();

	/** Searches for a word-break. */
	const Position findWordBreakBefore (const Position& position) const throw();

	/** An object that receives callbacks from the CodeDocument when its text changes.
		@see CodeDocument::addListener, CodeDocument::removeListener
	*/
	class JUCE_API  Listener
	{
	public:
		Listener() {}
		virtual ~Listener() {}

		/** Called by a CodeDocument when it is altered.
		*/
		virtual void codeDocumentChanged (const Position& affectedTextStart,
										  const Position& affectedTextEnd) = 0;
	};

	/** Registers a listener object to receive callbacks when the document changes.
		If the listener is already registered, this method has no effect.
		@see removeListener
	*/
	void addListener (Listener* listener) throw();

	/** Deregisters a listener.
		@see addListener
	*/
	void removeListener (Listener* listener) throw();

	/** Iterates the text in a CodeDocument.

		This class lets you read characters from a CodeDocument. It's designed to be used
		by a SyntaxAnalyser object.

		@see CodeDocument, SyntaxAnalyser
	*/
	class Iterator
	{
	public:
		Iterator (CodeDocument* document);
		Iterator (const Iterator& other);
		Iterator& operator= (const Iterator& other) throw();
		~Iterator() throw();

		/** Reads the next character and returns it.
			@see peekNextChar
		*/
		juce_wchar nextChar();

		/** Reads the next character without advancing the current position. */
		juce_wchar peekNextChar() const;

		/** Advances the position by one character. */
		void skip();

		/** Returns the position of the next character as its position within the
			whole document.
		*/
		int getPosition() const throw()	 { return position; }

		/** Skips over any whitespace characters until the next character is non-whitespace. */
		void skipWhitespace();

		/** Skips forward until the next character will be the first character on the next line */
		void skipToEndOfLine();

		/** Returns the line number of the next character. */
		int getLine() const throw()		 { return line; }

		/** Returns true if the iterator has reached the end of the document. */
		bool isEOF() const throw();

	private:
		CodeDocument* document;
		CodeDocumentLine* currentLine;
		int line, position;
	};

	juce_UseDebuggingNewOperator

private:
	friend class CodeDocumentInsertAction;
	friend class CodeDocumentDeleteAction;
	friend class Iterator;
	friend class Position;

	OwnedArray <CodeDocumentLine> lines;
	Array <Position*> positionsToMaintain;
	UndoManager undoManager;
	int currentActionIndex, indexOfSavedState;
	int maximumLineLength;
	ListenerList <Listener> listeners;
	String newLineChars;

	void sendListenerChangeMessage (int startLine, int endLine);

	void insert (const String& text, int insertPos, bool undoable);
	void remove (int startPos, int endPos, bool undoable);
	void checkLastLineStatus();

	CodeDocument (const CodeDocument&);
	CodeDocument& operator= (const CodeDocument&);
};

#endif   // __JUCE_CODEDOCUMENT_JUCEHEADER__
/*** End of inlined file: juce_CodeDocument.h ***/


#endif
#ifndef __JUCE_CODEEDITORCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_CodeEditorComponent.h ***/
#ifndef __JUCE_CODEEDITORCOMPONENT_JUCEHEADER__
#define __JUCE_CODEEDITORCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_CodeTokeniser.h ***/
#ifndef __JUCE_CODETOKENISER_JUCEHEADER__
#define __JUCE_CODETOKENISER_JUCEHEADER__

/**
	A base class for tokenising code so that the syntax can be displayed in a
	code editor.

	@see CodeDocument, CodeEditorComponent
*/
class JUCE_API  CodeTokeniser
{
public:
	CodeTokeniser()		 {}
	virtual ~CodeTokeniser()	{}

	/** Reads the next token from the source and returns its token type.

		This must leave the source pointing to the first character in the
		next token.
	*/
	virtual int readNextToken (CodeDocument::Iterator& source) = 0;

	/** Returns a list of the names of the token types this analyser uses.

		The index in this list must match the token type numbers that are
		returned by readNextToken().
	*/
	virtual const StringArray getTokenTypes() = 0;

	/** Returns a suggested syntax highlighting colour for a specified
		token type.
	*/
	virtual const Colour getDefaultColour (int tokenType) = 0;

	juce_UseDebuggingNewOperator
};

#endif   // __JUCE_CODETOKENISER_JUCEHEADER__
/*** End of inlined file: juce_CodeTokeniser.h ***/

/**
	A text editor component designed specifically for source code.

	This is designed to handle syntax highlighting and fast editing of very large
	files.
*/
class JUCE_API  CodeEditorComponent   : public Component,
										public TextInputTarget,
										public Timer,
										public ScrollBar::Listener,
										public CodeDocument::Listener,
										public AsyncUpdater
{
public:

	/** Creates an editor for a document.

		The tokeniser object is optional - pass 0 to disable syntax highlighting.
		The object that you pass in is not owned or deleted by the editor - you must
		make sure that it doesn't get deleted while this component is still using it.

		@see CodeDocument
	*/
	CodeEditorComponent (CodeDocument& document,
						 CodeTokeniser* codeTokeniser);

	/** Destructor. */
	~CodeEditorComponent();

	/** Returns the code document that this component is editing. */
	CodeDocument& getDocument() const throw()	   { return document; }

	/** Loads the given content into the document.
		This will completely reset the CodeDocument object, clear its undo history,
		and fill it with this text.
	*/
	void loadContent (const String& newContent);

	/** Returns the standard character width. */
	float getCharWidth() const throw()			  { return charWidth; }

	/** Returns the height of a line of text, in pixels. */
	int getLineHeight() const throw()			   { return lineHeight; }

	/** Returns the number of whole lines visible on the screen,
		This doesn't include a cut-off line that might be visible at the bottom if the
		component's height isn't an exact multiple of the line-height.
	*/
	int getNumLinesOnScreen() const throw()			 { return linesOnScreen; }

	/** Returns the number of whole columns visible on the screen.
		This doesn't include any cut-off columns at the right-hand edge.
	*/
	int getNumColumnsOnScreen() const throw()		   { return columnsOnScreen; }

	/** Returns the current caret position. */
	const CodeDocument::Position getCaretPos() const		{ return caretPos; }

	/** Moves the caret.
		If selecting is true, the section of the document between the current
		caret position and the new one will become selected. If false, any currently
		selected region will be deselected.
	*/
	void moveCaretTo (const CodeDocument::Position& newPos, bool selecting);

	/** Returns the on-screen position of a character in the document.
		The rectangle returned is relative to this component's top-left origin.
	*/
	const Rectangle<int> getCharacterBounds (const CodeDocument::Position& pos) const;

	/** Finds the character at a given on-screen position.
		The co-ordinates are relative to this component's top-left origin.
	*/
	const CodeDocument::Position getPositionAt (int x, int y);

	void cursorLeft (bool moveInWholeWordSteps, bool selecting);
	void cursorRight (bool moveInWholeWordSteps, bool selecting);
	void cursorDown (bool selecting);
	void cursorUp (bool selecting);

	void pageDown (bool selecting);
	void pageUp (bool selecting);

	void scrollDown();
	void scrollUp();
	void scrollToLine (int newFirstLineOnScreen);
	void scrollBy (int deltaLines);
	void scrollToColumn (int newFirstColumnOnScreen);
	void scrollToKeepCaretOnScreen();

	void goToStartOfDocument (bool selecting);
	void goToStartOfLine (bool selecting);
	void goToEndOfDocument (bool selecting);
	void goToEndOfLine (bool selecting);

	void deselectAll();
	void selectAll();

	void insertTextAtCaret (const String& textToInsert);
	void insertTabAtCaret();
	void cut();
	void copy();
	void copyThenCut();
	void paste();
	void backspace (bool moveInWholeWordSteps);
	void deleteForward (bool moveInWholeWordSteps);

	void undo();
	void redo();

	const Range<int> getHighlightedRegion() const;
	void setHighlightedRegion (const Range<int>& newRange);
	const String getTextInRange (const Range<int>& range) const;

	/** Changes the current tab settings.
		This lets you change the tab size and whether pressing the tab key inserts a
		tab character, or its equivalent number of spaces.
	*/
	void setTabSize (int numSpacesPerTab, bool insertSpacesInsteadOfTabCharacters);

	/** Returns the current number of spaces per tab.
		@see setTabSize
	*/
	int getTabSize() const throw()			  { return spacesPerTab; }

	/** Returns true if the tab key will insert spaces instead of actual tab characters.
		@see setTabSize
	*/
	bool areSpacesInsertedForTabs() const		   { return useSpacesForTabs; }

	/** Changes the font.
		Make sure you only use a fixed-width font, or this component will look pretty nasty!
	*/
	void setFont (const Font& newFont);

	/** Returns the font that the editor is using. */
	const Font& getFont() const throw()		 { return font; }

	/** Resets the syntax highlighting colours to the default ones provided by the
		code tokeniser.
		@see CodeTokeniser::getDefaultColour
	*/
	void resetToDefaultColours();

	/** Changes one of the syntax highlighting colours.
		The token type values are dependent on the tokeniser being used - use
		CodeTokeniser::getTokenTypes() to get a list of the token types.
		@see getColourForTokenType
	*/
	void setColourForTokenType (int tokenType, const Colour& colour);

	/** Returns one of the syntax highlighting colours.
		The token type values are dependent on the tokeniser being used - use
		CodeTokeniser::getTokenTypes() to get a list of the token types.
		@see setColourForTokenType
	*/
	const Colour getColourForTokenType (int tokenType) const;

	/** A set of colour IDs to use to change the colour of various aspects of the editor.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1004500,  /**< A colour to use to fill the editor's background. */
		caretColourId		   = 0x1004501,  /**< The colour to draw the caret. */
		highlightColourId	   = 0x1004502,  /**< The colour to use for the highlighted background under
													   selected text. */
		defaultTextColourId	 = 0x1004503   /**< The colour to use for text when no syntax colouring is
													   enabled. */
	};

	/** Changes the size of the scrollbars. */
	void setScrollbarThickness (int thickness);

	/** Returns the thickness of the scrollbars. */
	int getScrollbarThickness() const throw()	   { return scrollbarThickness; }

	/** @internal */
	void resized();
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	void mouseDoubleClick (const MouseEvent& e);
	/** @internal */
	void mouseWheelMove (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);
	/** @internal */
	void focusGained (FocusChangeType cause);
	/** @internal */
	void focusLost (FocusChangeType cause);
	/** @internal */
	void timerCallback();
	/** @internal */
	void scrollBarMoved (ScrollBar* scrollBarThatHasMoved, double newRangeStart);
	/** @internal */
	void handleAsyncUpdate();
	/** @internal */
	void codeDocumentChanged (const CodeDocument::Position& affectedTextStart,
							  const CodeDocument::Position& affectedTextEnd);
	/** @internal */
	bool isTextInputActive() const;

	juce_UseDebuggingNewOperator

private:
	CodeDocument& document;

	Font font;
	int firstLineOnScreen, gutter, spacesPerTab;
	float charWidth;
	int lineHeight, linesOnScreen, columnsOnScreen;
	int scrollbarThickness, columnToTryToMaintain;
	bool useSpacesForTabs;
	double xOffset;

	CodeDocument::Position caretPos;
	CodeDocument::Position selectionStart, selectionEnd;

	class CaretComponent;
	friend class ScopedPointer <CaretComponent>;
	ScopedPointer<CaretComponent> caret;
	ScrollBar verticalScrollBar, horizontalScrollBar;

	enum DragType
	{
		notDragging,
		draggingSelectionStart,
		draggingSelectionEnd
	};

	DragType dragType;

	CodeTokeniser* codeTokeniser;
	Array <Colour> coloursForTokenCategories;

	class CodeEditorLine;
	OwnedArray <CodeEditorLine> lines;
	void rebuildLineTokens();

	OwnedArray <CodeDocument::Iterator> cachedIterators;
	void clearCachedIterators (int firstLineToBeInvalid);
	void updateCachedIterators (int maxLineNum);
	void getIteratorForPosition (int position, CodeDocument::Iterator& result);
	void moveLineDelta (int delta, bool selecting);

	void updateScrollBars();
	void scrollToLineInternal (int line);
	void scrollToColumnInternal (double column);
	void newTransaction();

	int indexToColumn (int line, int index) const throw();
	int columnToIndex (int line, int column) const throw();

	CodeEditorComponent (const CodeEditorComponent&);
	CodeEditorComponent& operator= (const CodeEditorComponent&);
};

#endif   // __JUCE_CODEEDITORCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_CodeEditorComponent.h ***/


#endif
#ifndef __JUCE_CODETOKENISER_JUCEHEADER__

#endif
#ifndef __JUCE_CPLUSPLUSCODETOKENISER_JUCEHEADER__

/*** Start of inlined file: juce_CPlusPlusCodeTokeniser.h ***/
#ifndef __JUCE_CPLUSPLUSCODETOKENISER_JUCEHEADER__
#define __JUCE_CPLUSPLUSCODETOKENISER_JUCEHEADER__

/**
	A simple lexical analyser for syntax colouring of C++ code.

	@see SyntaxAnalyser, CodeEditorComponent, CodeDocument
*/
class JUCE_API  CPlusPlusCodeTokeniser	: public CodeTokeniser
{
public:

	CPlusPlusCodeTokeniser();
	~CPlusPlusCodeTokeniser();

	enum TokenType
	{
		tokenType_error = 0,
		tokenType_comment,
		tokenType_builtInKeyword,
		tokenType_identifier,
		tokenType_integerLiteral,
		tokenType_floatLiteral,
		tokenType_stringLiteral,
		tokenType_operator,
		tokenType_bracket,
		tokenType_punctuation,
		tokenType_preprocessor
	};

	int readNextToken (CodeDocument::Iterator& source);
	const StringArray getTokenTypes();
	const Colour getDefaultColour (int tokenType);

	/** This is a handy method for checking whether a string is a c++ reserved keyword. */
	static bool isReservedKeyword (const String& token) throw();

	juce_UseDebuggingNewOperator
};

#endif   // __JUCE_CPLUSPLUSCODETOKENISER_JUCEHEADER__
/*** End of inlined file: juce_CPlusPlusCodeTokeniser.h ***/


#endif
#ifndef __JUCE_COMBOBOX_JUCEHEADER__

#endif
#ifndef __JUCE_LABEL_JUCEHEADER__

#endif
#ifndef __JUCE_LISTBOX_JUCEHEADER__

#endif
#ifndef __JUCE_PROGRESSBAR_JUCEHEADER__

/*** Start of inlined file: juce_ProgressBar.h ***/
#ifndef __JUCE_PROGRESSBAR_JUCEHEADER__
#define __JUCE_PROGRESSBAR_JUCEHEADER__

/**
	A progress bar component.

	To use this, just create one and make it visible. It'll run its own timer
	to keep an eye on a variable that you give it, and will automatically
	redraw itself when the variable changes.

	For an easy way of running a background task with a dialog box showing its
	progress, see the ThreadWithProgressWindow class.

	@see ThreadWithProgressWindow
*/
class JUCE_API  ProgressBar  : public Component,
							   public SettableTooltipClient,
							   private Timer
{
public:

	/** Creates a ProgressBar.

		@param progress	 pass in a reference to a double that you're going to
							update with your task's progress. The ProgressBar will
							monitor the value of this variable and will redraw itself
							when the value changes. The range is from 0 to 1.0. Obviously
							you'd better be careful not to delete this variable while the
							ProgressBar still exists!
	*/
	explicit ProgressBar (double& progress);

	/** Destructor. */
	~ProgressBar();

	/** Turns the percentage display on or off.

		By default this is on, and the progress bar will display a text string showing
		its current percentage.
	*/
	void setPercentageDisplay (bool shouldDisplayPercentage);

	/** Gives the progress bar a string to display inside it.

		If you call this, it will turn off the percentage display.
		@see setPercentageDisplay
	*/
	void setTextToDisplay (const String& text);

	/** A set of colour IDs to use to change the colour of various aspects of the bar.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId		  = 0x1001900,	/**< The background colour, behind the bar. */
		foregroundColourId		  = 0x1001a00,	/**< The colour to use to draw the bar itself. LookAndFeel
															 classes will probably use variations on this colour. */
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	void visibilityChanged();
	/** @internal */
	void colourChanged();

private:
	double& progress;
	double currentValue;
	bool displayPercentage;
	String displayedMessage, currentMessage;
	uint32 lastCallbackTime;

	void timerCallback();

	ProgressBar (const ProgressBar&);
	ProgressBar& operator= (const ProgressBar&);
};

#endif   // __JUCE_PROGRESSBAR_JUCEHEADER__
/*** End of inlined file: juce_ProgressBar.h ***/


#endif
#ifndef __JUCE_SLIDER_JUCEHEADER__

/*** Start of inlined file: juce_Slider.h ***/
#ifndef __JUCE_SLIDER_JUCEHEADER__
#define __JUCE_SLIDER_JUCEHEADER__

/**
	A slider control for changing a value.

	The slider can be horizontal, vertical, or rotary, and can optionally have
	a text-box inside it to show an editable display of the current value.

	To use it, create a Slider object and use the setSliderStyle() method
	to set up the type you want. To set up the text-entry box, use setTextBoxStyle().

	To define the values that it can be set to, see the setRange() and setValue() methods.

	There are also lots of custom tweaks you can do by subclassing and overriding
	some of the virtual methods, such as changing the scaling, changing the format of
	the text display, custom ways of limiting the values, etc.

	You can register Slider::Listener objects with a slider, and they'll be called when
	the value changes.

	@see Slider::Listener
*/
class JUCE_API  Slider  : public Component,
						  public SettableTooltipClient,
						  public AsyncUpdater,
						  public ButtonListener,  // (can't use Button::Listener due to idiotic VC2005 bug)
						  public LabelListener,
						  public Value::Listener
{
public:

	/** Creates a slider.

		When created, you'll need to set up the slider's style and range with setSliderStyle(),
		setRange(), etc.
	*/
	explicit Slider (const String& componentName = String::empty);

	/** Destructor. */
	~Slider();

	/** The types of slider available.

		@see setSliderStyle, setRotaryParameters
	*/
	enum SliderStyle
	{
		LinearHorizontal,	   /**< A traditional horizontal slider. */
		LinearVertical,	 /**< A traditional vertical slider. */
		LinearBar,		  /**< A horizontal bar slider with the text label drawn on top of it. */
		Rotary,		 /**< A rotary control that you move by dragging the mouse in a circular motion, like a knob.
									 @see setRotaryParameters */
		RotaryHorizontalDrag,   /**< A rotary control that you move by dragging the mouse left-to-right.
									 @see setRotaryParameters */
		RotaryVerticalDrag,	 /**< A rotary control that you move by dragging the mouse up-and-down.
									 @see setRotaryParameters */
		IncDecButtons,	  /**< A pair of buttons that increment or decrement the slider's value by the increment set in setRange(). */

		TwoValueHorizontal,	 /**< A horizontal slider that has two thumbs instead of one, so it can show a minimum and maximum value.
									 @see setMinValue, setMaxValue */
		TwoValueVertical,	   /**< A vertical slider that has two thumbs instead of one, so it can show a minimum and maximum value.
									 @see setMinValue, setMaxValue */

		ThreeValueHorizontal,   /**< A horizontal slider that has three thumbs instead of one, so it can show a minimum and maximum
									 value, with the current value being somewhere between them.
									 @see setMinValue, setMaxValue */
		ThreeValueVertical,	 /**< A vertical slider that has three thumbs instead of one, so it can show a minimum and maximum
									 value, with the current value being somewhere between them.
									 @see setMinValue, setMaxValue */
	};

	/** Changes the type of slider interface being used.

		@param newStyle	 the type of interface
		@see setRotaryParameters, setVelocityBasedMode,
	*/
	void setSliderStyle (SliderStyle newStyle);

	/** Returns the slider's current style.

		@see setSliderStyle
	*/
	SliderStyle getSliderStyle() const throw()		  { return style; }

	/** Changes the properties of a rotary slider.

		@param startAngleRadians	the angle (in radians, clockwise from the top) at which
										the slider's minimum value is represented
		@param endAngleRadians	  the angle (in radians, clockwise from the top) at which
										the slider's maximum value is represented. This must be
										greater than startAngleRadians
		@param stopAtEnd		if true, then when the slider is dragged around past the
										minimum or maximum, it'll stop there; if false, it'll wrap
										back to the opposite value
	*/
	void setRotaryParameters (float startAngleRadians,
							  float endAngleRadians,
							  bool stopAtEnd);

	/** Sets the distance the mouse has to move to drag the slider across
		the full extent of its range.

		This only applies when in modes like RotaryHorizontalDrag, where it's using
		relative mouse movements to adjust the slider.
	*/
	void setMouseDragSensitivity (int distanceForFullScaleDrag);

	/** Returns the current sensitivity value set by setMouseDragSensitivity(). */
	int getMouseDragSensitivity() const throw()		 { return pixelsForFullDragExtent; }

	/** Changes the way the the mouse is used when dragging the slider.

		If true, this will turn on velocity-sensitive dragging, so that
		the faster the mouse moves, the bigger the movement to the slider. This
		helps when making accurate adjustments if the slider's range is quite large.

		If false, the slider will just try to snap to wherever the mouse is.
	*/
	void setVelocityBasedMode (bool isVelocityBased);

	/** Returns true if velocity-based mode is active.
		@see setVelocityBasedMode
	*/
	bool getVelocityBasedMode() const throw()		   { return isVelocityBased; }

	/** Changes aspects of the scaling used when in velocity-sensitive mode.

		These apply when you've used setVelocityBasedMode() to turn on velocity mode,
		or if you're holding down ctrl.

		@param sensitivity	  higher values than 1.0 increase the range of acceleration used
		@param threshold	the minimum number of pixels that the mouse needs to move for it
								to be treated as a movement
		@param offset	   values greater than 0.0 increase the minimum speed that will be used when
								the threshold is reached
		@param userCanPressKeyToSwapMode	if true, then the user can hold down the ctrl or command
								key to toggle velocity-sensitive mode
	*/
	void setVelocityModeParameters (double sensitivity = 1.0,
									int threshold = 1,
									double offset = 0.0,
									bool userCanPressKeyToSwapMode = true);

	/** Returns the velocity sensitivity setting.
		@see setVelocityModeParameters
	*/
	double getVelocitySensitivity() const throw()		   { return velocityModeSensitivity; }

	/** Returns the velocity threshold setting.
		@see setVelocityModeParameters
	*/
	int getVelocityThreshold() const throw()			{ return velocityModeThreshold; }

	/** Returns the velocity offset setting.
		@see setVelocityModeParameters
	*/
	double getVelocityOffset() const throw()			{ return velocityModeOffset; }

	/** Returns the velocity user key setting.
		@see setVelocityModeParameters
	*/
	bool getVelocityModeIsSwappable() const throw()		 { return userKeyOverridesVelocity; }

	/** Sets up a skew factor to alter the way values are distributed.

		You may want to use a range of values on the slider where more accuracy
		is required towards one end of the range, so this will logarithmically
		spread the values across the length of the slider.

		If the factor is < 1.0, the lower end of the range will fill more of the
		slider's length; if the factor is > 1.0, the upper end of the range
		will be expanded instead. A factor of 1.0 doesn't skew it at all.

		To set the skew position by using a mid-point, use the setSkewFactorFromMidPoint()
		method instead.

		@see getSkewFactor, setSkewFactorFromMidPoint
	*/
	void setSkewFactor (double factor);

	/** Sets up a skew factor to alter the way values are distributed.

		This allows you to specify the slider value that should appear in the
		centre of the slider's visible range.

		@see setSkewFactor, getSkewFactor
	 */
	void setSkewFactorFromMidPoint (double sliderValueToShowAtMidPoint);

	/** Returns the current skew factor.

		See setSkewFactor for more info.

		@see setSkewFactor, setSkewFactorFromMidPoint
	*/
	double getSkewFactor() const throw()			{ return skewFactor; }

	/** Used by setIncDecButtonsMode().
	*/
	enum IncDecButtonMode
	{
		incDecButtonsNotDraggable,
		incDecButtonsDraggable_AutoDirection,
		incDecButtonsDraggable_Horizontal,
		incDecButtonsDraggable_Vertical
	};

	/** When the style is IncDecButtons, this lets you turn on a mode where the mouse
		can be dragged on the buttons to drag the values.

		By default this is turned off. When enabled, clicking on the buttons still works
		them as normal, but by holding down the mouse on a button and dragging it a little
		distance, it flips into a mode where the value can be dragged. The drag direction can
		either be set explicitly to be vertical or horizontal, or can be set to
		incDecButtonsDraggable_AutoDirection so that it depends on whether the buttons
		are side-by-side or above each other.
	*/
	void setIncDecButtonsMode (IncDecButtonMode mode);

	/** The position of the slider's text-entry box.

		@see setTextBoxStyle
	*/
	enum TextEntryBoxPosition
	{
		NoTextBox,		  /**< Doesn't display a text box.  */
		TextBoxLeft,		/**< Puts the text box to the left of the slider, vertically centred.  */
		TextBoxRight,	   /**< Puts the text box to the right of the slider, vertically centred.  */
		TextBoxAbove,	   /**< Puts the text box above the slider, horizontally centred.  */
		TextBoxBelow		/**< Puts the text box below the slider, horizontally centred.  */
	};

	/** Changes the location and properties of the text-entry box.

		@param newPosition	  where it should go (or NoTextBox to not have one at all)
		@param isReadOnly	   if true, it's a read-only display
		@param textEntryBoxWidth	the width of the text-box in pixels. Make sure this leaves enough
									room for the slider as well!
		@param textEntryBoxHeight   the height of the text-box in pixels. Make sure this leaves enough
									room for the slider as well!

		@see setTextBoxIsEditable, getValueFromText, getTextFromValue
	*/
	void setTextBoxStyle (TextEntryBoxPosition newPosition,
						  bool isReadOnly,
						  int textEntryBoxWidth,
						  int textEntryBoxHeight);

	/** Returns the status of the text-box.
		@see setTextBoxStyle
	*/
	const TextEntryBoxPosition getTextBoxPosition() const throw()	   { return textBoxPos; }

	/** Returns the width used for the text-box.
		@see setTextBoxStyle
	*/
	int getTextBoxWidth() const throw()					 { return textBoxWidth; }

	/** Returns the height used for the text-box.
		@see setTextBoxStyle
	*/
	int getTextBoxHeight() const throw()					{ return textBoxHeight; }

	/** Makes the text-box editable.

		By default this is true, and the user can enter values into the textbox,
		but it can be turned off if that's not suitable.

		@see setTextBoxStyle, getValueFromText, getTextFromValue
	*/
	void setTextBoxIsEditable (bool shouldBeEditable);

	/** Returns true if the text-box is read-only.
		@see setTextBoxStyle
	*/
	bool isTextBoxEditable() const					  { return editableText; }

	/** If the text-box is editable, this will give it the focus so that the user can
		type directly into it.

		This is basically the effect as the user clicking on it.
	*/
	void showTextBox();

	/** If the text-box currently has focus and is being edited, this resets it and takes keyboard
		focus away from it.

		@param discardCurrentEditorContents	 if true, the slider's value will be left
												unchanged; if false, the current contents of the
												text editor will be used to set the slider position
												before it is hidden.
	*/
	void hideTextBox (bool discardCurrentEditorContents);

	/** Changes the slider's current value.

		This will trigger a callback to Slider::Listener::sliderValueChanged() for any listeners
		that are registered, and will synchronously call the valueChanged() method in case subclasses
		want to handle it.

		@param newValue		 the new value to set - this will be restricted by the
										minimum and maximum range, and will be snapped to the
										nearest interval if one has been set
		@param sendUpdateMessage	if false, a change to the value will not trigger a call to
										any Slider::Listeners or the valueChanged() method
		@param sendMessageSynchronously if true, then a call to the Slider::Listeners will be made
										synchronously; if false, it will be asynchronous
	*/
	void setValue (double newValue,
				   bool sendUpdateMessage = true,
				   bool sendMessageSynchronously = false);

	/** Returns the slider's current value. */
	double getValue() const;

	/** Returns the Value object that represents the slider's current position.
		You can use this Value object to connect the slider's position to external values or setters,
		either by taking a copy of the Value, or by using Value::referTo() to make it point to
		your own Value object.
		@see Value, getMaxValue, getMinValueObject
	*/
	Value& getValueObject()						 { return currentValue; }

	/** Sets the limits that the slider's value can take.

		@param newMinimum   the lowest value allowed
		@param newMaximum   the highest value allowed
		@param newInterval  the steps in which the value is allowed to increase - if this
							is not zero, the value will always be (newMinimum + (newInterval * an integer)).
	*/
	void setRange (double newMinimum,
				   double newMaximum,
				   double newInterval = 0);

	/** Returns the current maximum value.
		@see setRange
	*/
	double getMaximum() const						   { return maximum; }

	/** Returns the current minimum value.
		@see setRange
	*/
	double getMinimum() const						   { return minimum; }

	/** Returns the current step-size for values.
		@see setRange
	*/
	double getInterval() const						  { return interval; }

	/** For a slider with two or three thumbs, this returns the lower of its values.

		For a two-value slider, the values are controlled with getMinValue() and getMaxValue().
		A slider with three values also uses the normal getValue() and setValue() methods to
		control the middle value.

		@see setMinValue, getMaxValue, TwoValueHorizontal, TwoValueVertical, ThreeValueHorizontal, ThreeValueVertical
	*/
	double getMinValue() const;

	/** For a slider with two or three thumbs, this returns the lower of its values.
		You can use this Value object to connect the slider's position to external values or setters,
		either by taking a copy of the Value, or by using Value::referTo() to make it point to
		your own Value object.
		@see Value, getMinValue, getMaxValueObject
	*/
	Value& getMinValueObject() throw()					  { return valueMin; }

	/** For a slider with two or three thumbs, this sets the lower of its values.

		This will trigger a callback to Slider::Listener::sliderValueChanged() for any listeners
		that are registered, and will synchronously call the valueChanged() method in case subclasses
		want to handle it.

		@param newValue		 the new value to set - this will be restricted by the
										minimum and maximum range, and will be snapped to the nearest
										interval if one has been set.
		@param sendUpdateMessage	if false, a change to the value will not trigger a call to
										any Slider::Listeners or the valueChanged() method
		@param sendMessageSynchronously if true, then a call to the Slider::Listeners will be made
										synchronously; if false, it will be asynchronous
		@param allowNudgingOfOtherValues  if false, this value will be restricted to being below the
										max value (in a two-value slider) or the mid value (in a three-value
										slider). If false, then if this value goes beyond those values,
										it will push them along with it.
		@see getMinValue, setMaxValue, setValue
	*/
	void setMinValue (double newValue,
					  bool sendUpdateMessage = true,
					  bool sendMessageSynchronously = false,
					  bool allowNudgingOfOtherValues = false);

	/** For a slider with two or three thumbs, this returns the higher of its values.

		For a two-value slider, the values are controlled with getMinValue() and getMaxValue().
		A slider with three values also uses the normal getValue() and setValue() methods to
		control the middle value.

		@see getMinValue, TwoValueHorizontal, TwoValueVertical, ThreeValueHorizontal, ThreeValueVertical
	*/
	double getMaxValue() const;

	/** For a slider with two or three thumbs, this returns the higher of its values.
		You can use this Value object to connect the slider's position to external values or setters,
		either by taking a copy of the Value, or by using Value::referTo() to make it point to
		your own Value object.
		@see Value, getMaxValue, getMinValueObject
	*/
	Value& getMaxValueObject() throw()					  { return valueMax; }

	/** For a slider with two or three thumbs, this sets the lower of its values.

		This will trigger a callback to Slider::Listener::sliderValueChanged() for any listeners
		that are registered, and will synchronously call the valueChanged() method in case subclasses
		want to handle it.

		@param newValue		 the new value to set - this will be restricted by the
										minimum and maximum range, and will be snapped to the nearest
										interval if one has been set.
		@param sendUpdateMessage	if false, a change to the value will not trigger a call to
										any Slider::Listeners or the valueChanged() method
		@param sendMessageSynchronously if true, then a call to the Slider::Listeners will be made
										synchronously; if false, it will be asynchronous
		@param allowNudgingOfOtherValues  if false, this value will be restricted to being above the
										min value (in a two-value slider) or the mid value (in a three-value
										slider). If false, then if this value goes beyond those values,
										it will push them along with it.
		@see getMaxValue, setMinValue, setValue
	*/
	void setMaxValue (double newValue,
					  bool sendUpdateMessage = true,
					  bool sendMessageSynchronously = false,
					  bool allowNudgingOfOtherValues = false);

	/** A class for receiving callbacks from a Slider.

		To be told when a slider's value changes, you can register a Slider::Listener
		object using Slider::addListener().

		@see Slider::addListener, Slider::removeListener
	*/
	class JUCE_API  Listener
	{
	public:

		/** Destructor. */
		virtual ~Listener() {}

		/** Called when the slider's value is changed.

			This may be caused by dragging it, or by typing in its text entry box,
			or by a call to Slider::setValue().

			You can find out the new value using Slider::getValue().

			@see Slider::valueChanged
		*/
		virtual void sliderValueChanged (Slider* slider) = 0;

		/** Called when the slider is about to be dragged.

			This is called when a drag begins, then it's followed by multiple calls
			to sliderValueChanged(), and then sliderDragEnded() is called after the
			user lets go.

			@see sliderDragEnded, Slider::startedDragging
		*/
		virtual void sliderDragStarted (Slider* slider);

		/** Called after a drag operation has finished.

			@see sliderDragStarted, Slider::stoppedDragging
		*/
		virtual void sliderDragEnded (Slider* slider);
	};

	/** Adds a listener to be called when this slider's value changes. */
	void addListener (Listener* listener);

	/** Removes a previously-registered listener. */
	void removeListener (Listener* listener);

	/** This lets you choose whether double-clicking moves the slider to a given position.

		By default this is turned off, but it's handy if you want a double-click to act
		as a quick way of resetting a slider. Just pass in the value you want it to
		go to when double-clicked.

		@see getDoubleClickReturnValue
	*/
	void setDoubleClickReturnValue (bool isDoubleClickEnabled,
									double valueToSetOnDoubleClick);

	/** Returns the values last set by setDoubleClickReturnValue() method.

		Sets isEnabled to true if double-click is enabled, and returns the value
		that was set.

		@see setDoubleClickReturnValue
	*/
	double getDoubleClickReturnValue (bool& isEnabled) const;

	/** Tells the slider whether to keep sending change messages while the user
		is dragging the slider.

		If set to true, a change message will only be sent when the user has
		dragged the slider and let go. If set to false (the default), then messages
		will be continuously sent as they drag it while the mouse button is still
		held down.
	*/
	void setChangeNotificationOnlyOnRelease (bool onlyNotifyOnRelease);

	/** This lets you change whether the slider thumb jumps to the mouse position
		when you click.

		By default, this is true. If it's false, then the slider moves with relative
		motion when you drag it.

		This only applies to linear bars, and won't affect two- or three- value
		sliders.
	*/
	void setSliderSnapsToMousePosition (bool shouldSnapToMouse);

	/** If enabled, this gives the slider a pop-up bubble which appears while the
		slider is being dragged.

		This can be handy if your slider doesn't have a text-box, so that users can
		see the value just when they're changing it.

		If you pass a component as the parentComponentToUse parameter, the pop-up
		bubble will be added as a child of that component when it's needed. If you
		pass 0, the pop-up will be placed on the desktop instead (note that it's a
		transparent window, so if you're using an OS that can't do transparent windows
		you'll have to add it to a parent component instead).
	*/
	void setPopupDisplayEnabled (bool isEnabled,
								 Component* parentComponentToUse);

	/** If this is set to true, then right-clicking on the slider will pop-up
		a menu to let the user change the way it works.

		By default this is turned off, but when turned on, the menu will include
		things like velocity sensitivity, and for rotary sliders, whether they
		use a linear or rotary mouse-drag to move them.
	*/
	void setPopupMenuEnabled (bool menuEnabled);

	/** This can be used to stop the mouse scroll-wheel from moving the slider.

		By default it's enabled.
	*/
	void setScrollWheelEnabled (bool enabled);

	/** Returns a number to indicate which thumb is currently being dragged by the
		mouse.

		This will return 0 for the main thumb, 1 for the minimum-value thumb, 2 for
		the maximum-value thumb, or -1 if none is currently down.
	*/
	int getThumbBeingDragged() const throw()		{ return sliderBeingDragged; }

	/** Callback to indicate that the user is about to start dragging the slider.

		@see Slider::Listener::sliderDragStarted
	*/
	virtual void startedDragging();

	/** Callback to indicate that the user has just stopped dragging the slider.

		@see Slider::Listener::sliderDragEnded
	*/
	virtual void stoppedDragging();

	/** Callback to indicate that the user has just moved the slider.

		@see Slider::Listener::sliderValueChanged
	*/
	virtual void valueChanged();

	/** Subclasses can override this to convert a text string to a value.

		When the user enters something into the text-entry box, this method is
		called to convert it to a value.

		The default routine just tries to convert it to a double.

		@see getTextFromValue
	*/
	virtual double getValueFromText (const String& text);

	/** Turns the slider's current value into a text string.

		Subclasses can override this to customise the formatting of the text-entry box.

		The default implementation just turns the value into a string, using
		a number of decimal places based on the range interval. If a suffix string
		has been set using setTextValueSuffix(), this will be appended to the text.

		@see getValueFromText
	*/
	virtual const String getTextFromValue (double value);

	/** Sets a suffix to append to the end of the numeric value when it's displayed as
		a string.

		This is used by the default implementation of getTextFromValue(), and is just
		appended to the numeric value. For more advanced formatting, you can override
		getTextFromValue() and do something else.
	*/
	void setTextValueSuffix (const String& suffix);

	/** Returns the suffix that was set by setTextValueSuffix(). */
	const String getTextValueSuffix() const;

	/** Allows a user-defined mapping of distance along the slider to its value.

		The default implementation for this performs the skewing operation that
		can be set up in the setSkewFactor() method. Override it if you need
		some kind of custom mapping instead, but make sure you also implement the
		inverse function in valueToProportionOfLength().

		@param proportion	   a value 0 to 1.0, indicating a distance along the slider
		@returns		the slider value that is represented by this position
		@see valueToProportionOfLength
	*/
	virtual double proportionOfLengthToValue (double proportion);

	/** Allows a user-defined mapping of value to the position of the slider along its length.

		The default implementation for this performs the skewing operation that
		can be set up in the setSkewFactor() method. Override it if you need
		some kind of custom mapping instead, but make sure you also implement the
		inverse function in proportionOfLengthToValue().

		@param value		a valid slider value, between the range of values specified in
								setRange()
		@returns		a value 0 to 1.0 indicating the distance along the slider that
								represents this value
		@see proportionOfLengthToValue
	*/
	virtual double valueToProportionOfLength (double value);

	/** Returns the X or Y coordinate of a value along the slider's length.

		If the slider is horizontal, this will be the X coordinate of the given
		value, relative to the left of the slider. If it's vertical, then this will
		be the Y coordinate, relative to the top of the slider.

		If the slider is rotary, this will throw an assertion and return 0. If the
		value is out-of-range, it will be constrained to the length of the slider.
	*/
	float getPositionOfValue (double value);

	/** This can be overridden to allow the slider to snap to user-definable values.

		If overridden, it will be called when the user tries to move the slider to
		a given position, and allows a subclass to sanity-check this value, possibly
		returning a different value to use instead.

		@param attemptedValue	   the value the user is trying to enter
		@param userIsDragging	   true if the user is dragging with the mouse; false if
									they are entering the value using the text box
		@returns			the value to use instead
	*/
	virtual double snapValue (double attemptedValue, bool userIsDragging);

	/** This can be called to force the text box to update its contents.

		(Not normally needed, as this is done automatically).
	*/
	void updateText();

	/** True if the slider moves horizontally. */
	bool isHorizontal() const;
	/** True if the slider moves vertically. */
	bool isVertical() const;

	/** A set of colour IDs to use to change the colour of various aspects of the slider.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1001200,  /**< A colour to use to fill the slider's background. */
		thumbColourId		   = 0x1001300,  /**< The colour to draw the thumb with. It's up to the look
													   and feel class how this is used. */
		trackColourId		   = 0x1001310,  /**< The colour to draw the groove that the thumb moves along. */
		rotarySliderFillColourId	= 0x1001311,  /**< For rotary sliders, this colour fills the outer curve. */
		rotarySliderOutlineColourId = 0x1001312,  /**< For rotary sliders, this colour is used to draw the outer curve's outline. */

		textBoxTextColourId	 = 0x1001400,  /**< The colour for the text in the text-editor box used for editing the value. */
		textBoxBackgroundColourId   = 0x1001500,  /**< The background colour for the text-editor box. */
		textBoxHighlightColourId	= 0x1001600,  /**< The text highlight colour for the text-editor box. */
		textBoxOutlineColourId	  = 0x1001700   /**< The colour to use for a border around the text-editor box. */
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void labelTextChanged (Label*);
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseDoubleClick (const MouseEvent& e);
	/** @internal */
	void mouseWheelMove (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);
	/** @internal */
	void modifierKeysChanged (const ModifierKeys& modifiers);
	/** @internal */
	void buttonClicked (Button* button);
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	void enablementChanged();
	/** @internal */
	void focusOfChildComponentChanged (FocusChangeType cause);
	/** @internal */
	void handleAsyncUpdate();
	/** @internal */
	void colourChanged();
	/** @internal */
	void valueChanged (Value& value);

	/** Returns the best number of decimal places to use when displaying numbers.
		This is calculated from the slider's interval setting.
	*/
	int getNumDecimalPlacesToDisplay() const throw()	{ return numDecimalPlaces; }

private:
	ListenerList <Listener> listeners;
	Value currentValue, valueMin, valueMax;
	double lastCurrentValue, lastValueMin, lastValueMax;
	double minimum, maximum, interval, doubleClickReturnValue;
	double valueWhenLastDragged, valueOnMouseDown, skewFactor, lastAngle;
	double velocityModeSensitivity, velocityModeOffset, minMaxDiff;
	int velocityModeThreshold;
	float rotaryStart, rotaryEnd;
	int numDecimalPlaces, mouseXWhenLastDragged, mouseYWhenLastDragged;
	int mouseDragStartX, mouseDragStartY;
	int sliderRegionStart, sliderRegionSize;
	int sliderBeingDragged;
	int pixelsForFullDragExtent;
	Rectangle<int> sliderRect;
	String textSuffix;

	SliderStyle style;
	TextEntryBoxPosition textBoxPos;
	int textBoxWidth, textBoxHeight;
	IncDecButtonMode incDecButtonMode;

	bool editableText : 1, doubleClickToValue : 1;
	bool isVelocityBased : 1, userKeyOverridesVelocity : 1, rotaryStop : 1;
	bool incDecButtonsSideBySide : 1, sendChangeOnlyOnRelease : 1, popupDisplayEnabled : 1;
	bool menuEnabled : 1, menuShown : 1, mouseWasHidden : 1, incDecDragged : 1;
	bool scrollWheelEnabled : 1, snapsToMousePos : 1;
	Label* valueBox;
	Button* incButton;
	Button* decButton;
	ScopedPointer <Component> popupDisplay;
	Component* parentForPopupDisplay;

	float getLinearSliderPos (double value);
	void restoreMouseIfHidden();
	void sendDragStart();
	void sendDragEnd();
	double constrainedValue (double value) const;
	void triggerChangeMessage (bool synchronous);
	bool incDecDragDirectionIsHorizontal() const;

	Slider (const Slider&);
	Slider& operator= (const Slider&);
};

/** This typedef is just for compatibility with old code - newer code should use the Slider::Listener class directly. */
typedef Slider::Listener SliderListener;

#endif   // __JUCE_SLIDER_JUCEHEADER__
/*** End of inlined file: juce_Slider.h ***/


#endif
#ifndef __JUCE_TABLEHEADERCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_TableHeaderComponent.h ***/
#ifndef __JUCE_TABLEHEADERCOMPONENT_JUCEHEADER__
#define __JUCE_TABLEHEADERCOMPONENT_JUCEHEADER__

/**
	A component that displays a strip of column headings for a table, and allows these
	to be resized, dragged around, etc.

	This is just the component that goes at the top of a table. You can use it
	directly for custom components, or to create a simple table, use the
	TableListBox class.

	To use one of these, create it and use addColumn() to add all the columns that you need.
	Each column must be given a unique ID number that's used to refer to it.

	@see TableListBox, TableHeaderComponent::Listener
*/
class JUCE_API  TableHeaderComponent   : public Component,
										 private AsyncUpdater
{
public:

	/** Creates an empty table header.
	*/
	TableHeaderComponent();

	/** Destructor. */
	~TableHeaderComponent();

	/** A combination of these flags are passed into the addColumn() method to specify
		the properties of a column.
	*/
	enum ColumnPropertyFlags
	{
		visible			 = 1,	/**< If this is set, the column will be shown; if not, it will be hidden until the user enables it with the pop-up menu. */
		resizable		   = 2,	/**< If this is set, the column can be resized by dragging it. */
		draggable		   = 4,	/**< If this is set, the column can be dragged around to change its order in the table. */
		appearsOnColumnMenu	 = 8,	/**< If this is set, the column will be shown on the pop-up menu allowing it to be hidden/shown. */
		sortable			= 16,   /**< If this is set, then clicking on the column header will set it to be the sort column, and clicking again will reverse the order. */
		sortedForwards		  = 32,   /**< If this is set, the column is currently the one by which the table is sorted (forwards). */
		sortedBackwards		 = 64,   /**< If this is set, the column is currently the one by which the table is sorted (backwards). */

		/** This set of default flags is used as the default parameter value in addColumn(). */
		defaultFlags		= (visible | resizable | draggable | appearsOnColumnMenu | sortable),

		/** A quick way of combining flags for a column that's not resizable. */
		notResizable		= (visible | draggable | appearsOnColumnMenu | sortable),

		/** A quick way of combining flags for a column that's not resizable or sortable. */
		notResizableOrSortable	  = (visible | draggable | appearsOnColumnMenu),

		/** A quick way of combining flags for a column that's not sortable. */
		notSortable		 = (visible | resizable | draggable | appearsOnColumnMenu)
	};

	/** Adds a column to the table.

		This will add a column, and asynchronously call the tableColumnsChanged() method of any
		registered listeners.

		@param columnName	   the name of the new column. It's ok to have two or more columns with the same name
		@param columnId	 an ID for this column. The ID can be any number apart from 0, but every column must have
								a unique ID. This is used to identify the column later on, after the user may have
								changed the order that they appear in
		@param width		the initial width of the column, in pixels
		@param maximumWidth	 a maximum width that the column can take when the user is resizing it. This only applies
								if the 'resizable' flag is specified for this column
		@param minimumWidth	 a minimum width that the column can take when the user is resizing it. This only applies
								if the 'resizable' flag is specified for this column
		@param propertyFlags	a combination of some of the values from the ColumnPropertyFlags enum, to define the
								properties of this column
		@param insertIndex	  the index at which the column should be added. A value of 0 puts it at the start (left-hand side)
								and -1 puts it at the end (right-hand size) of the table. Note that the index the index within
								all columns, not just the index amongst those that are currently visible
	*/
	void addColumn (const String& columnName,
					int columnId,
					int width,
					int minimumWidth = 30,
					int maximumWidth = -1,
					int propertyFlags = defaultFlags,
					int insertIndex = -1);

	/** Removes a column with the given ID.

		If there is such a column, this will asynchronously call the tableColumnsChanged() method of any
		registered listeners.
	*/
	void removeColumn (int columnIdToRemove);

	/** Deletes all columns from the table.

		If there are any columns to remove, this will asynchronously call the tableColumnsChanged() method of any
		registered listeners.
	*/
	void removeAllColumns();

	/** Returns the number of columns in the table.

		If onlyCountVisibleColumns is true, this will return the number of visible columns; otherwise it'll
		return the total number of columns, including hidden ones.

		@see isColumnVisible
	*/
	int getNumColumns (bool onlyCountVisibleColumns) const;

	/** Returns the name for a column.
		@see setColumnName
	*/
	const String getColumnName (int columnId) const;

	/** Changes the name of a column. */
	void setColumnName (int columnId, const String& newName);

	/** Moves a column to a different index in the table.

		@param columnId		 the column to move
		@param newVisibleIndex	  the target index for it, from 0 to the number of columns currently visible.
	*/
	void moveColumn (int columnId, int newVisibleIndex);

	/** Returns the width of one of the columns.
	*/
	int getColumnWidth (int columnId) const;

	/** Changes the width of a column.

		This will cause an asynchronous callback to the tableColumnsResized() method of any registered listeners.
	*/
	void setColumnWidth (int columnId, int newWidth);

	/** Shows or hides a column.

		This can cause an asynchronous callback to the tableColumnsChanged() method of any registered listeners.
		@see isColumnVisible
	*/
	void setColumnVisible (int columnId, bool shouldBeVisible);

	/** Returns true if this column is currently visible.
		@see setColumnVisible
	*/
	bool isColumnVisible (int columnId) const;

	/** Changes the column which is the sort column.

		This can cause an asynchronous callback to the tableSortOrderChanged() method of any registered listeners.

		If this method doesn't actually change the column ID, then no re-sort will take place (you can
		call reSortTable() to force a re-sort to happen if you've modified the table's contents).

		@see getSortColumnId, isSortedForwards, reSortTable
	*/
	void setSortColumnId (int columnId, bool sortForwards);

	/** Returns the column ID by which the table is currently sorted, or 0 if it is unsorted.

		@see setSortColumnId, isSortedForwards
	*/
	int getSortColumnId() const;

	/** Returns true if the table is currently sorted forwards, or false if it's backwards.
		@see setSortColumnId
	*/
	bool isSortedForwards() const;

	/** Triggers a re-sort of the table according to the current sort-column.

		If you modifiy the table's contents, you can call this to signal that the table needs
		to be re-sorted.

		(This doesn't do any sorting synchronously - it just asynchronously sends a call to the
		tableSortOrderChanged() method of any listeners).
	*/
	void reSortTable();

	/** Returns the total width of all the visible columns in the table.
	*/
	int getTotalWidth() const;

	/** Returns the index of a given column.

		If there's no such column ID, this will return -1.

		If onlyCountVisibleColumns is true, this will return the index amoungst the visible columns;
		otherwise it'll return the index amongst all the columns, including any hidden ones.
	*/
	int getIndexOfColumnId (int columnId, bool onlyCountVisibleColumns) const;

	/** Returns the ID of the column at a given index.

		If onlyCountVisibleColumns is true, this will count the index amoungst the visible columns;
		otherwise it'll count it amongst all the columns, including any hidden ones.

		If the index is out-of-range, it'll return 0.
	*/
	int getColumnIdOfIndex (int index, bool onlyCountVisibleColumns) const;

	/** Returns the rectangle containing of one of the columns.

		The index is an index from 0 to the number of columns that are currently visible (hidden
		ones are not counted). It returns a rectangle showing the position of the column relative
		to this component's top-left. If the index is out-of-range, an empty rectangle is retrurned.
	*/
	const Rectangle<int> getColumnPosition (int index) const;

	/** Finds the column ID at a given x-position in the component.

		If there is a column at this point this returns its ID, or if not, it will return 0.
	*/
	int getColumnIdAtX (int xToFind) const;

	/** If set to true, this indicates that the columns should be expanded or shrunk to fill the
		entire width of the component.

		By default this is disabled. Turning it on also means that when resizing a column, those
		on the right will be squashed to fit.
	*/
	void setStretchToFitActive (bool shouldStretchToFit);

	/** Returns true if stretch-to-fit has been enabled.
		@see setStretchToFitActive
	*/
	bool isStretchToFitActive() const;

	/** If stretch-to-fit is enabled, this will resize all the columns to make them fit into the
		specified width, keeping their relative proportions the same.

		If the minimum widths of the columns are too wide to fit into this space, it may
		actually end up wider.
	*/
	void resizeAllColumnsToFit (int targetTotalWidth);

	/** Enables or disables the pop-up menu.

		The default menu allows the user to show or hide columns. You can add custom
		items to this menu by overloading the addMenuItems() and reactToMenuItem() methods.

		By default the menu is enabled.

		@see isPopupMenuActive, addMenuItems, reactToMenuItem
	*/
	void setPopupMenuActive (bool hasMenu);

	/** Returns true if the pop-up menu is enabled.
		@see setPopupMenuActive
	*/
	bool isPopupMenuActive() const;

	/** Returns a string that encapsulates the table's current layout.

		This can be restored later using restoreFromString(). It saves the order of
		the columns, the currently-sorted column, and the widths.

		@see restoreFromString
	*/
	const String toString() const;

	/** Restores the state of the table, based on a string previously created with
		toString().

		@see toString
	*/
	void restoreFromString (const String& storedVersion);

	/**
		Receives events from a TableHeaderComponent when columns are resized, moved, etc.

		You can register one of these objects for table events using TableHeaderComponent::addListener()
		and TableHeaderComponent::removeListener().

		@see TableHeaderComponent
	*/
	class JUCE_API  Listener
	{
	public:

		Listener() {}

		/** Destructor. */
		virtual ~Listener() {}

		/** This is called when some of the table's columns are added, removed, hidden,
			or rearranged.
		*/
		virtual void tableColumnsChanged (TableHeaderComponent* tableHeader) = 0;

		/** This is called when one or more of the table's columns are resized.
		*/
		virtual void tableColumnsResized (TableHeaderComponent* tableHeader) = 0;

		/** This is called when the column by which the table should be sorted is changed.
		*/
		virtual void tableSortOrderChanged (TableHeaderComponent* tableHeader) = 0;

		/** This is called when the user begins or ends dragging one of the columns around.

			When the user starts dragging a column, this is called with the ID of that
			column. When they finish dragging, it is called again with 0 as the ID.
		*/
		virtual void tableColumnDraggingChanged (TableHeaderComponent* tableHeader,
												 int columnIdNowBeingDragged);
	};

	/** Adds a listener to be informed about things that happen to the header. */
	void addListener (Listener* newListener);

	/** Removes a previously-registered listener. */
	void removeListener (Listener* listenerToRemove);

	/** This can be overridden to handle a mouse-click on one of the column headers.

		The default implementation will use this click to call getSortColumnId() and
		change the sort order.
	*/
	virtual void columnClicked (int columnId, const ModifierKeys& mods);

	/** This can be overridden to add custom items to the pop-up menu.

		If you override this, you should call the superclass's method to add its
		column show/hide items, if you want them on the menu as well.

		Then to handle the result, override reactToMenuItem().

		@see reactToMenuItem
	*/
	virtual void addMenuItems (PopupMenu& menu, int columnIdClicked);

	/** Override this to handle any custom items that you have added to the
		pop-up menu with an addMenuItems() override.

		If the menuReturnId isn't one of your own custom menu items, you'll need to
		call TableHeaderComponent::reactToMenuItem() to allow the base class to
		handle the items that it had added.

		@see addMenuItems
	*/
	virtual void reactToMenuItem (int menuReturnId, int columnIdClicked);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void mouseMove (const MouseEvent&);
	/** @internal */
	void mouseEnter (const MouseEvent&);
	/** @internal */
	void mouseExit (const MouseEvent&);
	/** @internal */
	void mouseDown (const MouseEvent&);
	/** @internal */
	void mouseDrag (const MouseEvent&);
	/** @internal */
	void mouseUp (const MouseEvent&);
	/** @internal */
	const MouseCursor getMouseCursor();

	/** Can be overridden for more control over the pop-up menu behaviour. */
	virtual void showColumnChooserMenu (int columnIdClicked);

	juce_UseDebuggingNewOperator

private:
	struct ColumnInfo
	{
		String name;
		int id, propertyFlags, width, minimumWidth, maximumWidth;
		double lastDeliberateWidth;

		bool isVisible() const;
	};

	OwnedArray <ColumnInfo> columns;
	Array <Listener*> listeners;
	ScopedPointer <Component> dragOverlayComp;

	bool columnsChanged, columnsResized, sortChanged, menuActive, stretchToFit;
	int columnIdBeingResized, columnIdBeingDragged, initialColumnWidth;
	int columnIdUnderMouse, draggingColumnOffset, draggingColumnOriginalIndex, lastDeliberateWidth;

	ColumnInfo* getInfoForId (int columnId) const;
	int visibleIndexToTotalIndex (int visibleIndex) const;
	void sendColumnsChanged();
	void handleAsyncUpdate();
	void beginDrag (const MouseEvent&);
	void endDrag (int finalIndex);
	int getResizeDraggerAt (int mouseX) const;
	void updateColumnUnderMouse (int x, int y);
	void resizeColumnsToFit (int firstColumnIndex, int targetTotalWidth);

	TableHeaderComponent (const TableHeaderComponent&);
	TableHeaderComponent operator= (const TableHeaderComponent&);
};

/** This typedef is just for compatibility with old code - newer code should use the TableHeaderComponent::Listener class directly. */
typedef TableHeaderComponent::Listener TableHeaderListener;

#endif   // __JUCE_TABLEHEADERCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_TableHeaderComponent.h ***/


#endif
#ifndef __JUCE_TABLELISTBOX_JUCEHEADER__

/*** Start of inlined file: juce_TableListBox.h ***/
#ifndef __JUCE_TABLELISTBOX_JUCEHEADER__
#define __JUCE_TABLELISTBOX_JUCEHEADER__

/**
	One of these is used by a TableListBox as the data model for the table's contents.

	The virtual methods that you override in this class take care of drawing the
	table cells, and reacting to events.

	@see TableListBox
*/
class JUCE_API  TableListBoxModel
{
public:

	TableListBoxModel()  {}

	/** Destructor. */
	virtual ~TableListBoxModel()  {}

	/** This must return the number of rows currently in the table.

		If the number of rows changes, you must call TableListBox::updateContent() to
		cause it to refresh the list.
	*/
	virtual int getNumRows() = 0;

	/** This must draw the background behind one of the rows in the table.

		The graphics context has its origin at the row's top-left, and your method
		should fill the area specified by the width and height parameters.
	*/
	virtual void paintRowBackground (Graphics& g,
									 int rowNumber,
									 int width, int height,
									 bool rowIsSelected) = 0;

	/** This must draw one of the cells.

		The graphics context's origin will already be set to the top-left of the cell,
		whose size is specified by (width, height).
	*/
	virtual void paintCell (Graphics& g,
							int rowNumber,
							int columnId,
							int width, int height,
							bool rowIsSelected) = 0;

	/** This is used to create or update a custom component to go in a cell.

		Any cell may contain a custom component, or can just be drawn with the paintCell() method
		and handle mouse clicks with cellClicked().

		This method will be called whenever a custom component might need to be updated - e.g.
		when the table is changed, or TableListBox::updateContent() is called.

		If you don't need a custom component for the specified cell, then return 0.

		If you do want a custom component, and the existingComponentToUpdate is null, then
		this method must create a new component suitable for the cell, and return it.

		If the existingComponentToUpdate is non-null, it will be a pointer to a component previously created
		by this method. In this case, the method must either update it to make sure it's correctly representing
		the given cell (which may be different from the one that the component was created for), or it can
		delete this component and return a new one.
	*/
	virtual Component* refreshComponentForCell (int rowNumber, int columnId, bool isRowSelected,
												Component* existingComponentToUpdate);

	/** This callback is made when the user clicks on one of the cells in the table.

		The mouse event's coordinates will be relative to the entire table row.
		@see cellDoubleClicked, backgroundClicked
	*/
	virtual void cellClicked (int rowNumber, int columnId, const MouseEvent& e);

	/** This callback is made when the user clicks on one of the cells in the table.

		The mouse event's coordinates will be relative to the entire table row.
		@see cellClicked, backgroundClicked
	*/
	virtual void cellDoubleClicked (int rowNumber, int columnId, const MouseEvent& e);

	/** This can be overridden to react to the user double-clicking on a part of the list where
		there are no rows.

		@see cellClicked
	*/
	virtual void backgroundClicked();

	/** This callback is made when the table's sort order is changed.

		This could be because the user has clicked a column header, or because the
		TableHeaderComponent::setSortColumnId() method was called.

		If you implement this, your method should re-sort the table using the given
		column as the key.
	*/
	virtual void sortOrderChanged (int newSortColumnId, bool isForwards);

	/** Returns the best width for one of the columns.

		If you implement this method, you should measure the width of all the items
		in this column, and return the best size.

		Returning 0 means that the column shouldn't be changed.

		This is used by TableListBox::autoSizeColumn() and TableListBox::autoSizeAllColumns().
	*/
	virtual int getColumnAutoSizeWidth (int columnId);

	/** Returns a tooltip for a particular cell in the table.
	*/
	virtual const String getCellTooltip (int rowNumber, int columnId);

	/** Override this to be informed when rows are selected or deselected.

		@see ListBox::selectedRowsChanged()
	*/
	virtual void selectedRowsChanged (int lastRowSelected);

	/** Override this to be informed when the delete key is pressed.

		@see ListBox::deleteKeyPressed()
	*/
	virtual void deleteKeyPressed (int lastRowSelected);

	/** Override this to be informed when the return key is pressed.

		@see ListBox::returnKeyPressed()
	*/
	virtual void returnKeyPressed (int lastRowSelected);

	/** Override this to be informed when the list is scrolled.

		This might be caused by the user moving the scrollbar, or by programmatic changes
		to the list position.
	*/
	virtual void listWasScrolled();

	/** To allow rows from your table to be dragged-and-dropped, implement this method.

		If this returns a non-empty name then when the user drags a row, the table will try to
		find a DragAndDropContainer in its parent hierarchy, and will use it to trigger a
		drag-and-drop operation, using this string as the source description, and the listbox
		itself as the source component.

		@see DragAndDropContainer::startDragging
	*/
	virtual const String getDragSourceDescription (const SparseSet<int>& currentlySelectedRows);
};

/**
	A table of cells, using a TableHeaderComponent as its header.

	This component makes it easy to create a table by providing a TableListBoxModel as
	the data source.

	@see TableListBoxModel, TableHeaderComponent
*/
class JUCE_API  TableListBox   : public ListBox,
								 private ListBoxModel,
								 private TableHeaderComponent::Listener
{
public:

	/** Creates a TableListBox.

		The model pointer passed-in can be null, in which case you can set it later
		with setModel().
	*/
	TableListBox (const String& componentName = String::empty,
				  TableListBoxModel* model = 0);

	/** Destructor. */
	~TableListBox();

	/** Changes the TableListBoxModel that is being used for this table.
	*/
	void setModel (TableListBoxModel* newModel);

	/** Returns the model currently in use. */
	TableListBoxModel* getModel() const				 { return model; }

	/** Returns the header component being used in this table. */
	TableHeaderComponent& getHeader() const			 { return *header; }

	/** Changes the height of the table header component.
		@see getHeaderHeight
	*/
	void setHeaderHeight (int newHeight);

	/** Returns the height of the table header.
		@see setHeaderHeight
	*/
	int getHeaderHeight() const;

	/** Resizes a column to fit its contents.

		This uses TableListBoxModel::getColumnAutoSizeWidth() to find the best width,
		and applies that to the column.

		@see autoSizeAllColumns, TableHeaderComponent::setColumnWidth
	*/
	void autoSizeColumn (int columnId);

	/** Calls autoSizeColumn() for all columns in the table. */
	void autoSizeAllColumns();

	/** Enables or disables the auto size options on the popup menu.

		By default, these are enabled.
	*/
	void setAutoSizeMenuOptionShown (bool shouldBeShown);

	/** True if the auto-size options should be shown on the menu.
		@see setAutoSizeMenuOptionsShown
	*/
	bool isAutoSizeMenuOptionShown() const;

	/** Returns the position of one of the cells in the table.

		If relativeToComponentTopLeft is true, the co-ordinates are relative to
		the table component's top-left. The row number isn't checked to see if it's
		in-range, but the column ID must exist or this will return an empty rectangle.

		If relativeToComponentTopLeft is false, the co-ords are relative to the
		top-left of the table's top-left cell.
	*/
	const Rectangle<int> getCellPosition (int columnId, int rowNumber,
										  bool relativeToComponentTopLeft) const;

	/** Returns the component that currently represents a given cell.
		If the component for this cell is off-screen or if the position is out-of-range,
		this may return 0.
		@see getCellPosition
	*/
	Component* getCellComponent (int columnId, int rowNumber) const;

	/** Scrolls horizontally if necessary to make sure that a particular column is visible.

		@see ListBox::scrollToEnsureRowIsOnscreen
	*/
	void scrollToEnsureColumnIsOnscreen (int columnId);

	/** @internal */
	int getNumRows();
	/** @internal */
	void paintListBoxItem (int, Graphics&, int, int, bool);
	/** @internal */
	Component* refreshComponentForRow (int rowNumber, bool isRowSelected, Component* existingComponentToUpdate);
	/** @internal */
	void selectedRowsChanged (int lastRowSelected);
	/** @internal */
	void deleteKeyPressed (int currentSelectedRow);
	/** @internal */
	void returnKeyPressed (int currentSelectedRow);
	/** @internal */
	void backgroundClicked();
	/** @internal */
	void listWasScrolled();
	/** @internal */
	void tableColumnsChanged (TableHeaderComponent*);
	/** @internal */
	void tableColumnsResized (TableHeaderComponent*);
	/** @internal */
	void tableSortOrderChanged (TableHeaderComponent*);
	/** @internal */
	void tableColumnDraggingChanged (TableHeaderComponent*, int);
	/** @internal */
	void resized();

	juce_UseDebuggingNewOperator

private:
	TableHeaderComponent* header;
	TableListBoxModel* model;
	int columnIdNowBeingDragged;
	bool autoSizeOptionsShown;

	void updateColumnComponents() const;

	TableListBox (const TableListBox&);
	TableListBox& operator= (const TableListBox&);
};

#endif   // __JUCE_TABLELISTBOX_JUCEHEADER__
/*** End of inlined file: juce_TableListBox.h ***/


#endif
#ifndef __JUCE_TEXTEDITOR_JUCEHEADER__

#endif
#ifndef __JUCE_TOOLBAR_JUCEHEADER__

#endif
#ifndef __JUCE_TOOLBARITEMCOMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_TOOLBARITEMFACTORY_JUCEHEADER__

/*** Start of inlined file: juce_ToolbarItemFactory.h ***/
#ifndef __JUCE_TOOLBARITEMFACTORY_JUCEHEADER__
#define __JUCE_TOOLBARITEMFACTORY_JUCEHEADER__

/**
	A factory object which can create ToolbarItemComponent objects.

	A subclass of ToolbarItemFactory publishes a set of types of toolbar item
	that it can create.

	Each type of item is identified by a unique ID, and multiple instances of an
	item type can exist at once (even on the same toolbar, e.g. spacers or separator
	bars).

	@see Toolbar, ToolbarItemComponent, ToolbarButton
*/
class JUCE_API  ToolbarItemFactory
{
public:

	ToolbarItemFactory();

	/** Destructor. */
	virtual ~ToolbarItemFactory();

	/** A set of reserved item ID values, used for the built-in item types.
	*/
	enum SpecialItemIds
	{
		separatorBarId	  = -1,   /**< The item ID for a vertical (or horizontal) separator bar that
										 can be placed between sets of items to break them into groups. */
		spacerId		= -2,   /**< The item ID for a fixed-width space that can be placed between
										 items.*/
		flexibleSpacerId	= -3	/**< The item ID for a gap that pushes outwards against the things on
										 either side of it, filling any available space. */
	};

	/** Must return a list of the IDs for all the item types that this factory can create.

		The ids should be added to the array that is passed-in.

		An item ID can be any integer you choose, except for 0, which is considered a null ID,
		and the predefined IDs in the SpecialItemIds enum.

		You should also add the built-in types (separatorBarId, spacerId and flexibleSpacerId)
		to this list if you want your toolbar to be able to contain those items.

		The list returned here is used by the ToolbarItemPalette class to obtain its list
		of available items, and their order on the palette will reflect the order in which
		they appear on this list.

		@see ToolbarItemPalette
	*/
	virtual void getAllToolbarItemIds (Array <int>& ids) = 0;

	/** Must return the set of items that should be added to a toolbar as its default set.

		This method is used by Toolbar::addDefaultItems() to determine which items to
		create.

		The items that your method adds to the array that is passed-in will be added to the
		toolbar in the same order. Items can appear in the list more than once.
	*/
	virtual void getDefaultItemSet (Array <int>& ids) = 0;

	/** Must create an instance of one of the items that the factory lists in its
		getAllToolbarItemIds() method.

		The itemId parameter can be any of the values listed by your getAllToolbarItemIds()
		method, except for the built-in item types from the SpecialItemIds enum, which
		are created internally by the toolbar code.

		Try not to keep a pointer to the object that is returned, as it will be deleted
		automatically by the toolbar, and remember that multiple instances of the same
		item type are likely to exist at the same time.
	*/
	virtual ToolbarItemComponent* createItem (int itemId) = 0;
};

#endif   // __JUCE_TOOLBARITEMFACTORY_JUCEHEADER__
/*** End of inlined file: juce_ToolbarItemFactory.h ***/


#endif
#ifndef __JUCE_TOOLBARITEMPALETTE_JUCEHEADER__

/*** Start of inlined file: juce_ToolbarItemPalette.h ***/
#ifndef __JUCE_TOOLBARITEMPALETTE_JUCEHEADER__
#define __JUCE_TOOLBARITEMPALETTE_JUCEHEADER__

/**
	A component containing a list of toolbar items, which the user can drag onto
	a toolbar to add them.

	You can use this class directly, but it's a lot easier to call Toolbar::showCustomisationDialog(),
	which automatically shows one of these in a dialog box with lots of extra controls.

	@see Toolbar
*/
class JUCE_API  ToolbarItemPalette	: public Component,
										public DragAndDropContainer
{
public:

	/** Creates a palette of items for a given factory, with the aim of adding them
		to the specified toolbar.

		The ToolbarItemFactory::getAllToolbarItemIds() method is used to create the
		set of items that are shown in this palette.

		The toolbar and factory must not be deleted while this object exists.
	*/
	ToolbarItemPalette (ToolbarItemFactory& factory,
						Toolbar* toolbar);

	/** Destructor. */
	~ToolbarItemPalette();

	/** @internal */
	void resized();

	juce_UseDebuggingNewOperator

private:
	ToolbarItemFactory& factory;
	Toolbar* toolbar;
	Viewport viewport;

	friend class Toolbar;
	void replaceComponent (ToolbarItemComponent* comp);

	ToolbarItemPalette (const ToolbarItemPalette&);
	ToolbarItemPalette& operator= (const ToolbarItemPalette&);
};

#endif   // __JUCE_TOOLBARITEMPALETTE_JUCEHEADER__
/*** End of inlined file: juce_ToolbarItemPalette.h ***/


#endif
#ifndef __JUCE_TREEVIEW_JUCEHEADER__

/*** Start of inlined file: juce_TreeView.h ***/
#ifndef __JUCE_TREEVIEW_JUCEHEADER__
#define __JUCE_TREEVIEW_JUCEHEADER__


/*** Start of inlined file: juce_FileDragAndDropTarget.h ***/
#ifndef __JUCE_FILEDRAGANDDROPTARGET_JUCEHEADER__
#define __JUCE_FILEDRAGANDDROPTARGET_JUCEHEADER__

/**
	Components derived from this class can have files dropped onto them by an external application.

	@see DragAndDropContainer
*/
class JUCE_API  FileDragAndDropTarget
{
public:
	/** Destructor. */
	virtual ~FileDragAndDropTarget()  {}

	/** Callback to check whether this target is interested in the set of files being offered.

		Note that this will be called repeatedly when the user is dragging the mouse around over your
		component, so don't do anything time-consuming in here, like opening the files to have a look
		inside them!

		@param files	the set of (absolute) pathnames of the files that the user is dragging
		@returns		true if this component wants to receive the other callbacks regarging this
							type of object; if it returns false, no other callbacks will be made.
	*/
	virtual bool isInterestedInFileDrag (const StringArray& files) = 0;

	/** Callback to indicate that some files are being dragged over this component.

		This gets called when the user moves the mouse into this component while dragging.

		Use this callback as a trigger to make your component repaint itself to give the
		user feedback about whether the files can be dropped here or not.

		@param files	the set of (absolute) pathnames of the files that the user is dragging
		@param x		the mouse x position, relative to this component
		@param y		the mouse y position, relative to this component
	*/
	virtual void fileDragEnter (const StringArray& files, int x, int y);

	/** Callback to indicate that the user is dragging some files over this component.

		This gets called when the user moves the mouse over this component while dragging.
		Normally overriding itemDragEnter() and itemDragExit() are enough, but
		this lets you know what happens in-between.

		@param files	the set of (absolute) pathnames of the files that the user is dragging
		@param x		the mouse x position, relative to this component
		@param y		the mouse y position, relative to this component
	*/
	virtual void fileDragMove (const StringArray& files, int x, int y);

	/** Callback to indicate that the mouse has moved away from this component.

		This gets called when the user moves the mouse out of this component while dragging
		the files.

		If you've used fileDragEnter() to repaint your component and give feedback, use this
		as a signal to repaint it in its normal state.

		@param files	the set of (absolute) pathnames of the files that the user is dragging
	*/
	virtual void fileDragExit (const StringArray& files);

	/** Callback to indicate that the user has dropped the files onto this component.

		When the user drops the files, this get called, and you can use the files in whatever
		way is appropriate.

		Note that after this is called, the fileDragExit method may not be called, so you should
		clean up in here if there's anything you need to do when the drag finishes.

		@param files	the set of (absolute) pathnames of the files that the user is dragging
		@param x		the mouse x position, relative to this component
		@param y		the mouse y position, relative to this component
	*/
	virtual void filesDropped (const StringArray& files, int x, int y) = 0;
};

#endif   // __JUCE_FILEDRAGANDDROPTARGET_JUCEHEADER__
/*** End of inlined file: juce_FileDragAndDropTarget.h ***/

class TreeView;

/**
	An item in a treeview.

	A TreeViewItem can either be a leaf-node in the tree, or it can contain its
	own sub-items.

	To implement an item that contains sub-items, override the itemOpennessChanged()
	method so that when it is opened, it adds the new sub-items to itself using the
	addSubItem method. Depending on the nature of the item it might choose to only
	do this the first time it's opened, or it might want to refresh itself each time.
	It also has the option of deleting its sub-items when it is closed, or leaving them
	in place.
*/
class JUCE_API  TreeViewItem
{
public:

	/** Constructor. */
	TreeViewItem();

	/** Destructor. */
	virtual ~TreeViewItem();

	/** Returns the number of sub-items that have been added to this item.

		Note that this doesn't mean much if the node isn't open.

		@see getSubItem, mightContainSubItems, addSubItem
	*/
	int getNumSubItems() const throw();

	/** Returns one of the item's sub-items.

		Remember that the object returned might get deleted at any time when its parent
		item is closed or refreshed, depending on the nature of the items you're using.

		@see getNumSubItems
	*/
	TreeViewItem* getSubItem (int index) const throw();

	/** Removes any sub-items. */
	void clearSubItems();

	/** Adds a sub-item.

		@param newItem  the object to add to the item's sub-item list. Once added, these can be
						found using getSubItem(). When the items are later removed with
						removeSubItem() (or when this item is deleted), they will be deleted.
		@param insertPosition   the index which the new item should have when it's added. If this
								value is less than 0, the item will be added to the end of the list.
	*/
	void addSubItem (TreeViewItem* newItem, int insertPosition = -1);

	/** Removes one of the sub-items.

		@param index	the item to remove
		@param deleteItem   if true, the item that is removed will also be deleted.
	*/
	void removeSubItem (int index, bool deleteItem = true);

	/** Returns the TreeView to which this item belongs. */
	TreeView* getOwnerView() const throw()		  { return ownerView; }

	/** Returns the item within which this item is contained. */
	TreeViewItem* getParentItem() const throw()	 { return parentItem; }

	/** True if this item is currently open in the treeview. */
	bool isOpen() const throw();

	/** Opens or closes the item.

		When opened or closed, the item's itemOpennessChanged() method will be called,
		and a subclass should use this callback to create and add any sub-items that
		it needs to.

		@see itemOpennessChanged, mightContainSubItems
	*/
	void setOpen (bool shouldBeOpen);

	/** True if this item is currently selected.

		Use this when painting the node, to decide whether to draw it as selected or not.
	*/
	bool isSelected() const throw();

	/** Selects or deselects the item.

		This will cause a callback to itemSelectionChanged()
	*/
	void setSelected (bool shouldBeSelected,
					  bool deselectOtherItemsFirst);

	/** Returns the rectangle that this item occupies.

		If relativeToTreeViewTopLeft is true, the co-ordinates are relative to the
		top-left of the TreeView comp, so this will depend on the scroll-position of
		the tree. If false, it is relative to the top-left of the topmost item in the
		tree (so this would be unaffected by scrolling the view).
	*/
	const Rectangle<int> getItemPosition (bool relativeToTreeViewTopLeft) const throw();

	/** Sends a signal to the treeview to make it refresh itself.

		Call this if your items have changed and you want the tree to update to reflect
		this.
	*/
	void treeHasChanged() const throw();

	/** Sends a repaint message to redraw just this item.

		Note that you should only call this if you want to repaint a superficial change. If
		you're altering the tree's nodes, you should instead call treeHasChanged().
	*/
	void repaintItem() const;

	/** Returns the row number of this item in the tree.

		The row number of an item will change according to which items are open.

		@see TreeView::getNumRowsInTree(), TreeView::getItemOnRow()
	*/
	int getRowNumberInTree() const throw();

	/** Returns true if all the item's parent nodes are open.

		This is useful to check whether the item might actually be visible or not.
	*/
	bool areAllParentsOpen() const throw();

	/** Changes whether lines are drawn to connect any sub-items to this item.

		By default, line-drawing is turned on.
	*/
	void setLinesDrawnForSubItems (bool shouldDrawLines) throw();

	/** Tells the tree whether this item can potentially be opened.

		If your item could contain sub-items, this should return true; if it returns
		false then the tree will not try to open the item. This determines whether or
		not the item will be drawn with a 'plus' button next to it.
	*/
	virtual bool mightContainSubItems() = 0;

	/** Returns a string to uniquely identify this item.

		If you're planning on using the TreeView::getOpennessState() method, then
		these strings will be used to identify which nodes are open. The string
		should be unique amongst the item's sibling items, but it's ok for there
		to be duplicates at other levels of the tree.

		If you're not going to store the state, then it's ok not to bother implementing
		this method.
	*/
	virtual const String getUniqueName() const;

	/** Called when an item is opened or closed.

		When setOpen() is called and the item has specified that it might
		have sub-items with the mightContainSubItems() method, this method
		is called to let the item create or manage its sub-items.

		So when this is called with isNowOpen set to true (i.e. when the item is being
		opened), a subclass might choose to use clearSubItems() and addSubItem() to
		refresh its sub-item list.

		When this is called with isNowOpen set to false, the subclass might want
		to use clearSubItems() to save on space, or it might choose to leave them,
		depending on the nature of the tree.

		You could also use this callback as a trigger to start a background process
		which asynchronously creates sub-items and adds them, if that's more
		appropriate for the task in hand.

		@see mightContainSubItems
	*/
	virtual void itemOpennessChanged (bool isNowOpen);

	/** Must return the width required by this item.

		If your item needs to have a particular width in pixels, return that value; if
		you'd rather have it just fill whatever space is available in the treeview,
		return -1.

		If all your items return -1, no horizontal scrollbar will be shown, but if any
		items have fixed widths and extend beyond the width of the treeview, a
		scrollbar will appear.

		Each item can be a different width, but if they change width, you should call
		treeHasChanged() to update the tree.
	*/
	virtual int getItemWidth() const				{ return -1; }

	/** Must return the height required by this item.

		This is the height in pixels that the item will take up. Items in the tree
		can be different heights, but if they change height, you should call
		treeHasChanged() to update the tree.
	*/
	virtual int getItemHeight() const				   { return 20; }

	/** You can override this method to return false if you don't want to allow the
		user to select this item.
	*/
	virtual bool canBeSelected() const				  { return true; }

	/** Creates a component that will be used to represent this item.

		You don't have to implement this method - if it returns 0 then no component
		will be used for the item, and you can just draw it using the paintItem()
		callback. But if you do return a component, it will be positioned in the
		treeview so that it can be used to represent this item.

		The component returned will be managed by the treeview, so always return
		a new component, and don't keep a reference to it, as the treeview will
		delete it later when it goes off the screen or is no longer needed. Also
		bear in mind that if the component keeps a reference to the item that
		created it, that item could be deleted before the component. Its position
		and size will be completely managed by the tree, so don't attempt to move it
		around.

		Something you may want to do with your component is to give it a pointer to
		the TreeView that created it. This is perfectly safe, and there's no danger
		of it becoming a dangling pointer because the TreeView will always delete
		the component before it is itself deleted.

		As long as you stick to these rules you can return whatever kind of
		component you like. It's most useful if you're doing things like drag-and-drop
		of items, or want to use a Label component to edit item names, etc.
	*/
	virtual Component* createItemComponent()			{ return 0; }

	/** Draws the item's contents.

		You can choose to either implement this method and draw each item, or you
		can use createItemComponent() to create a component that will represent the
		item.

		If all you need in your tree is to be able to draw the items and detect when
		the user selects or double-clicks one of them, it's probably enough to
		use paintItem(), itemClicked() and itemDoubleClicked(). If you need more
		complicated interactions, you may need to use createItemComponent() instead.

		@param g	the graphics context to draw into
		@param width	the width of the area available for drawing
		@param height   the height of the area available for drawing
	*/
	virtual void paintItem (Graphics& g, int width, int height);

	/** Draws the item's open/close button.

		If you don't implement this method, the default behaviour is to
		call LookAndFeel::drawTreeviewPlusMinusBox(), but you can override
		it for custom effects.
	*/
	virtual void paintOpenCloseButton (Graphics& g, int width, int height, bool isMouseOver);

	/** Called when the user clicks on this item.

		If you're using createItemComponent() to create a custom component for the
		item, the mouse-clicks might not make it through to the treeview, but this
		is how you find out about clicks when just drawing each item individually.

		The associated mouse-event details are passed in, so you can find out about
		which button, where it was, etc.

		@see itemDoubleClicked
	*/
	virtual void itemClicked (const MouseEvent& e);

	/** Called when the user double-clicks on this item.

		If you're using createItemComponent() to create a custom component for the
		item, the mouse-clicks might not make it through to the treeview, but this
		is how you find out about clicks when just drawing each item individually.

		The associated mouse-event details are passed in, so you can find out about
		which button, where it was, etc.

		If not overridden, the base class method here will open or close the item as
		if the 'plus' button had been clicked.

		@see itemClicked
	*/
	virtual void itemDoubleClicked (const MouseEvent& e);

	/** Called when the item is selected or deselected.

		Use this if you want to do something special when the item's selectedness
		changes. By default it'll get repainted when this happens.
	*/
	virtual void itemSelectionChanged (bool isNowSelected);

	/** The item can return a tool tip string here if it wants to.
		@see TooltipClient
	*/
	virtual const String getTooltip();

	/** To allow items from your treeview to be dragged-and-dropped, implement this method.

		If this returns a non-empty name then when the user drags an item, the treeview will
		try to find a DragAndDropContainer in its parent hierarchy, and will use it to trigger
		a drag-and-drop operation, using this string as the source description, with the treeview
		itself as the source component.

		If you need more complex drag-and-drop behaviour, you can use custom components for
		the items, and use those to trigger the drag.

		To accept drag-and-drop in your tree, see isInterestedInDragSource(),
		isInterestedInFileDrag(), etc.

		@see DragAndDropContainer::startDragging
	*/
	virtual const String getDragSourceDescription();

	/** If you want your item to be able to have files drag-and-dropped onto it, implement this
		method and return true.

		If you return true and allow some files to be dropped, you'll also need to implement the
		filesDropped() method to do something with them.

		Note that this will be called often, so make your implementation very quick! There's
		certainly no time to try opening the files and having a think about what's inside them!

		For responding to internal drag-and-drop of other types of object, see isInterestedInDragSource().
		@see FileDragAndDropTarget::isInterestedInFileDrag, isInterestedInDragSource
	*/
	virtual bool isInterestedInFileDrag (const StringArray& files);

	/** When files are dropped into this item, this callback is invoked.

		For this to work, you'll need to have also implemented isInterestedInFileDrag().
		The insertIndex value indicates where in the list of sub-items the files were dropped.
		@see FileDragAndDropTarget::filesDropped, isInterestedInFileDrag
	*/
	virtual void filesDropped (const StringArray& files, int insertIndex);

	/** If you want your item to act as a DragAndDropTarget, implement this method and return true.

		If you implement this method, you'll also need to implement itemDropped() in order to handle
		the items when they are dropped.
		To respond to drag-and-drop of files from external applications, see isInterestedInFileDrag().
		@see DragAndDropTarget::isInterestedInDragSource, itemDropped
	*/
	virtual bool isInterestedInDragSource (const String& sourceDescription, Component* sourceComponent);

	/** When a things are dropped into this item, this callback is invoked.

		For this to work, you need to have also implemented isInterestedInDragSource().
		The insertIndex value indicates where in the list of sub-items the new items should be placed.
		@see isInterestedInDragSource, DragAndDropTarget::itemDropped
	*/
	virtual void itemDropped (const String& sourceDescription, Component* sourceComponent, int insertIndex);

	/** Sets a flag to indicate that the item wants to be allowed
		to draw all the way across to the left edge of the treeview.

		By default this is false, which means that when the paintItem()
		method is called, its graphics context is clipped to only allow
		drawing within the item's rectangle. If this flag is set to true,
		then the graphics context isn't clipped on its left side, so it
		can draw all the way across to the left margin. Note that the
		context will still have its origin in the same place though, so
		the coordinates of anything to its left will be negative. It's
		mostly useful if you want to draw a wider bar behind the
		highlighted item.
	*/
	void setDrawsInLeftMargin (bool canDrawInLeftMargin) throw();

	/** Saves the current state of open/closed nodes so it can be restored later.

		This takes a snapshot of which sub-nodes have been explicitly opened or closed,
		and records it as XML. To identify node objects it uses the
		TreeViewItem::getUniqueName() method to create named paths. This
		means that the same state of open/closed nodes can be restored to a
		completely different instance of the tree, as long as it contains nodes
		whose unique names are the same.

		You'd normally want to use TreeView::getOpennessState() rather than call it
		for a specific item, but this can be handy if you need to briefly save the state
		for a section of the tree.

		The caller is responsible for deleting the object that is returned.
		@see TreeView::getOpennessState, restoreOpennessState
	*/
	XmlElement* getOpennessState() const throw();

	/** Restores the openness of this item and all its sub-items from a saved state.

		See TreeView::restoreOpennessState for more details.

		You'd normally want to use TreeView::restoreOpennessState() rather than call it
		for a specific item, but this can be handy if you need to briefly save the state
		for a section of the tree.

		@see TreeView::restoreOpennessState, getOpennessState
	*/
	void restoreOpennessState (const XmlElement& xml) throw();

	/** Returns the index of this item in its parent's sub-items. */
	int getIndexInParent() const throw();

	/** Returns true if this item is the last of its parent's sub-itens. */
	bool isLastOfSiblings() const throw();

	/** Creates a string that can be used to uniquely retrieve this item in the tree.

		The string that is returned can be passed to TreeView::findItemFromIdentifierString().
		The string takes the form of a path, constructed from the getUniqueName() of this
		item and all its parents, so these must all be correctly implemented for it to work.
		@see TreeView::findItemFromIdentifierString, getUniqueName
	*/
	const String getItemIdentifierString() const;

	juce_UseDebuggingNewOperator

private:
	TreeView* ownerView;
	TreeViewItem* parentItem;
	OwnedArray <TreeViewItem> subItems;
	int y, itemHeight, totalHeight, itemWidth, totalWidth;
	int uid;
	bool selected	   : 1;
	bool redrawNeeded	   : 1;
	bool drawLinesInside	: 1;
	bool drawsInLeftMargin  : 1;
	unsigned int openness   : 2;

	friend class TreeView;
	friend class TreeViewContentComponent;

	void updatePositions (int newY);
	int getIndentX() const throw();
	void setOwnerView (TreeView* newOwner) throw();
	void paintRecursively (Graphics& g, int width);
	TreeViewItem* getTopLevelItem() throw();
	TreeViewItem* findItemRecursively (int y) throw();
	TreeViewItem* getDeepestOpenParentItem() throw();
	int getNumRows() const throw();
	TreeViewItem* getItemOnRow (int index) throw();
	void deselectAllRecursively();
	int countSelectedItemsRecursively() const throw();
	TreeViewItem* getSelectedItemWithIndex (int index) throw();
	TreeViewItem* getNextVisibleItem (bool recurse) const throw();
	TreeViewItem* findItemFromIdentifierString (const String& identifierString);

	TreeViewItem (const TreeViewItem&);
	TreeViewItem& operator= (const TreeViewItem&);
};

/**
	A tree-view component.

	Use one of these to hold and display a structure of TreeViewItem objects.

*/
class JUCE_API  TreeView  : public Component,
							public SettableTooltipClient,
							public FileDragAndDropTarget,
							public DragAndDropTarget,
							private AsyncUpdater
{
public:

	/** Creates an empty treeview.

		Once you've got a treeview component, you'll need to give it something to
		display, using the setRootItem() method.
	*/
	TreeView (const String& componentName = String::empty);

	/** Destructor. */
	~TreeView();

	/** Sets the item that is displayed in the treeview.

		A tree has a single root item which contains as many sub-items as it needs. If
		you want the tree to contain a number of root items, you should still use a single
		root item above these, but hide it using setRootItemVisible().

		You can pass in 0 to this method to clear the tree and remove its current root item.

		The object passed in will not be deleted by the treeview, it's up to the caller
		to delete it when no longer needed. BUT make absolutely sure that you don't delete
		this item until you've removed it from the tree, either by calling setRootItem (0),
		or by deleting the tree first. You can also use deleteRootItem() as a quick way
		to delete it.
	*/
	void setRootItem (TreeViewItem* newRootItem);

	/** Returns the tree's root item.

		This will be the last object passed to setRootItem(), or 0 if none has been set.
	*/
	TreeViewItem* getRootItem() const throw()			   { return rootItem; }

	/** This will remove and delete the current root item.

		It's a convenient way of deleting the item and calling setRootItem (0).
	*/
	void deleteRootItem();

	/** Changes whether the tree's root item is shown or not.

		If the root item is hidden, only its sub-items will be shown in the treeview - this
		lets you make the tree look as if it's got many root items. If it's hidden, this call
		will also make sure the root item is open (otherwise the treeview would look empty).
	*/
	void setRootItemVisible (bool shouldBeVisible);

	/** Returns true if the root item is visible.

		@see setRootItemVisible
	*/
	bool isRootItemVisible() const throw()			  { return rootItemVisible; }

	/** Sets whether items are open or closed by default.

		Normally, items are closed until the user opens them, but you can use this
		to make them default to being open until explicitly closed.

		@see areItemsOpenByDefault
	*/
	void setDefaultOpenness (bool isOpenByDefault);

	/** Returns true if the tree's items default to being open.

		@see setDefaultOpenness
	*/
	bool areItemsOpenByDefault() const throw()			  { return defaultOpenness; }

	/** This sets a flag to indicate that the tree can be used for multi-selection.

		You can always select multiple items internally by calling the
		TreeViewItem::setSelected() method, but this flag indicates whether the user
		is allowed to multi-select by clicking on the tree.

		By default it is disabled.

		@see isMultiSelectEnabled
	*/
	void setMultiSelectEnabled (bool canMultiSelect);

	/** Returns whether multi-select has been enabled for the tree.

		@see setMultiSelectEnabled
	*/
	bool isMultiSelectEnabled() const throw()			   { return multiSelectEnabled; }

	/** Sets a flag to indicate whether to hide the open/close buttons.

		@see areOpenCloseButtonsVisible
	*/
	void setOpenCloseButtonsVisible (bool shouldBeVisible);

	/** Returns whether open/close buttons are shown.

		@see setOpenCloseButtonsVisible
	*/
	bool areOpenCloseButtonsVisible() const throw()		 { return openCloseButtonsVisible; }

	/** Deselects any items that are currently selected. */
	void clearSelectedItems();

	/** Returns the number of items that are currently selected.

		@see getSelectedItem, clearSelectedItems
	*/
	int getNumSelectedItems() const throw();

	/** Returns one of the selected items in the tree.

		@param index	the index, 0 to (getNumSelectedItems() - 1)
	*/
	TreeViewItem* getSelectedItem (int index) const throw();

	/** Returns the number of rows the tree is using.

		This will depend on which items are open.

		@see TreeViewItem::getRowNumberInTree()
	*/
	int getNumRowsInTree() const;

	/** Returns the item on a particular row of the tree.

		If the index is out of range, this will return 0.

		@see getNumRowsInTree, TreeViewItem::getRowNumberInTree()
	*/
	TreeViewItem* getItemOnRow (int index) const;

	/** Returns the item that contains a given y position.
		The y is relative to the top of the TreeView component.
	*/
	TreeViewItem* getItemAt (int yPosition) const throw();

	/** Tries to scroll the tree so that this item is on-screen somewhere. */
	void scrollToKeepItemVisible (TreeViewItem* item);

	/** Returns the treeview's Viewport object. */
	Viewport* getViewport() const throw();

	/** Returns the number of pixels by which each nested level of the tree is indented.
		@see setIndentSize
	*/
	int getIndentSize() const throw()				   { return indentSize; }

	/** Changes the distance by which each nested level of the tree is indented.
		@see getIndentSize
	*/
	void setIndentSize (int newIndentSize);

	/** Searches the tree for an item with the specified identifier.
		The identifer string must have been created by calling TreeViewItem::getItemIdentifierString().
		If no such item exists, this will return false. If the item is found, all of its items
		will be automatically opened.
	*/
	TreeViewItem* findItemFromIdentifierString (const String& identifierString) const;

	/** Saves the current state of open/closed nodes so it can be restored later.

		This takes a snapshot of which nodes have been explicitly opened or closed,
		and records it as XML. To identify node objects it uses the
		TreeViewItem::getUniqueName() method to create named paths. This
		means that the same state of open/closed nodes can be restored to a
		completely different instance of the tree, as long as it contains nodes
		whose unique names are the same.

		The caller is responsible for deleting the object that is returned.

		@param alsoIncludeScrollPosition	if this is true, the state will also
											include information about where the
											tree has been scrolled to vertically,
											so this can also be restored
		@see restoreOpennessState
	*/
	XmlElement* getOpennessState (bool alsoIncludeScrollPosition) const;

	/** Restores a previously saved arrangement of open/closed nodes.

		This will try to restore a snapshot of the tree's state that was created by
		the getOpennessState() method. If any of the nodes named in the original
		XML aren't present in this tree, they will be ignored.

		@see getOpennessState
	*/
	void restoreOpennessState (const XmlElement& newState);

	/** A set of colour IDs to use to change the colour of various aspects of the treeview.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId		= 0x1000500, /**< A background colour to fill the component with. */
		linesColourId		 = 0x1000501, /**< The colour to draw the lines with.*/
		dragAndDropIndicatorColourId  = 0x1000502  /**< The colour to use for the drag-and-drop target position indicator. */
	};

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void colourChanged();
	/** @internal */
	void enablementChanged();
	/** @internal */
	bool isInterestedInFileDrag (const StringArray& files);
	/** @internal */
	void fileDragEnter (const StringArray& files, int x, int y);
	/** @internal */
	void fileDragMove (const StringArray& files, int x, int y);
	/** @internal */
	void fileDragExit (const StringArray& files);
	/** @internal */
	void filesDropped (const StringArray& files, int x, int y);
	/** @internal */
	bool isInterestedInDragSource (const String& sourceDescription, Component* sourceComponent);
	/** @internal */
	void itemDragEnter (const String& sourceDescription, Component* sourceComponent, int x, int y);
	/** @internal */
	void itemDragMove (const String& sourceDescription, Component* sourceComponent, int x, int y);
	/** @internal */
	void itemDragExit (const String& sourceDescription, Component* sourceComponent);
	/** @internal */
	void itemDropped (const String& sourceDescription, Component* sourceComponent, int x, int y);

	juce_UseDebuggingNewOperator

private:
	friend class TreeViewItem;
	friend class TreeViewContentComponent;
	class TreeViewport;
	class InsertPointHighlight;
	class TargetGroupHighlight;
	friend class ScopedPointer<TreeViewport>;
	friend class ScopedPointer<InsertPointHighlight>;
	friend class ScopedPointer<TargetGroupHighlight>;
	ScopedPointer<TreeViewport> viewport;
	CriticalSection nodeAlterationLock;
	TreeViewItem* rootItem;
	ScopedPointer<InsertPointHighlight> dragInsertPointHighlight;
	ScopedPointer<TargetGroupHighlight> dragTargetGroupHighlight;
	int indentSize;
	bool defaultOpenness : 1;
	bool needsRecalculating : 1;
	bool rootItemVisible : 1;
	bool multiSelectEnabled : 1;
	bool openCloseButtonsVisible : 1;

	void itemsChanged() throw();
	void handleAsyncUpdate();
	void moveSelectedRow (int delta);
	void updateButtonUnderMouse (const MouseEvent& e);
	void showDragHighlight (TreeViewItem* item, int insertIndex, int x, int y) throw();
	void hideDragHighlight() throw();
	void handleDrag (const StringArray& files, const String& sourceDescription, Component* sourceComponent, int x, int y);
	void handleDrop (const StringArray& files, const String& sourceDescription, Component* sourceComponent, int x, int y);
	TreeViewItem* getInsertPosition (int& x, int& y, int& insertIndex,
									 const StringArray& files, const String& sourceDescription,
									 Component* sourceComponent) const throw();

	TreeView (const TreeView&);
	TreeView& operator= (const TreeView&);
};

#endif   // __JUCE_TREEVIEW_JUCEHEADER__
/*** End of inlined file: juce_TreeView.h ***/


#endif
#ifndef __JUCE_DIRECTORYCONTENTSDISPLAYCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_DirectoryContentsDisplayComponent.h ***/
#ifndef __JUCE_DIRECTORYCONTENTSDISPLAYCOMPONENT_JUCEHEADER__
#define __JUCE_DIRECTORYCONTENTSDISPLAYCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_DirectoryContentsList.h ***/
#ifndef __JUCE_DIRECTORYCONTENTSLIST_JUCEHEADER__
#define __JUCE_DIRECTORYCONTENTSLIST_JUCEHEADER__


/*** Start of inlined file: juce_FileFilter.h ***/
#ifndef __JUCE_FILEFILTER_JUCEHEADER__
#define __JUCE_FILEFILTER_JUCEHEADER__

/**
	Interface for deciding which files are suitable for something.

	For example, this is used by DirectoryContentsList to select which files
	go into the list.

	@see WildcardFileFilter, DirectoryContentsList, FileListComponent, FileBrowserComponent
*/
class JUCE_API  FileFilter
{
public:

	/** Creates a filter with the given description.

		The description can be returned later with the getDescription() method.
	*/
	FileFilter (const String& filterDescription);

	/** Destructor. */
	virtual ~FileFilter();

	/** Returns the description that the filter was created with. */
	const String& getDescription() const throw();

	/** Should return true if this file is suitable for inclusion in whatever context
		the object is being used.
	*/
	virtual bool isFileSuitable (const File& file) const = 0;

	/** Should return true if this directory is suitable for inclusion in whatever context
		the object is being used.
	*/
	virtual bool isDirectorySuitable (const File& file) const = 0;

protected:

	String description;
};

#endif   // __JUCE_FILEFILTER_JUCEHEADER__
/*** End of inlined file: juce_FileFilter.h ***/

/**
	A class to asynchronously scan for details about the files in a directory.

	This keeps a list of files and some information about them, using a background
	thread to scan for more files. As files are found, it broadcasts change messages
	to tell any listeners.

	@see FileListComponent, FileBrowserComponent
*/
class JUCE_API  DirectoryContentsList   : public ChangeBroadcaster,
										  public TimeSliceClient
{
public:

	/** Creates a directory list.

		To set the directory it should point to, use setDirectory(), which will
		also start it scanning for files on the background thread.

		When the background thread finds and adds new files to this list, the
		ChangeBroadcaster class will send a change message, so you can register
		listeners and update them when the list changes.

		@param fileFilter	   an optional filter to select which files are
								included in the list. If this is 0, then all files
								and directories are included. Make sure that the
								filter doesn't get deleted during the lifetime of this
								object
		@param threadToUse	  a thread object that this list can use
								to scan for files as a background task. Make sure
								that the thread you give it has been started, or you
								won't get any files!
	*/
	DirectoryContentsList (const FileFilter* fileFilter,
						   TimeSliceThread& threadToUse);

	/** Destructor. */
	~DirectoryContentsList();

	/** Sets the directory to look in for files.

		If the directory that's passed in is different to the current one, this will
		also start the background thread scanning it for files.
	*/
	void setDirectory (const File& directory,
					   bool includeDirectories,
					   bool includeFiles);

	/** Returns the directory that's currently being used. */
	const File& getDirectory() const;

	/** Clears the list, and stops the thread scanning for files. */
	void clear();

	/** Clears the list and restarts scanning the directory for files. */
	void refresh();

	/** True if the background thread hasn't yet finished scanning for files. */
	bool isStillLoading() const;

	/** Tells the list whether or not to ignore hidden files.

		By default these are ignored.
	*/
	void setIgnoresHiddenFiles (bool shouldIgnoreHiddenFiles);

	/** Returns true if hidden files are ignored.
		@see setIgnoresHiddenFiles
	*/
	bool ignoresHiddenFiles() const;

	/** Contains cached information about one of the files in a DirectoryContentsList.
	*/
	struct FileInfo
	{

		/** The filename.

			This isn't a full pathname, it's just the last part of the path, same as you'd
			get from File::getFileName().

			To get the full pathname, use DirectoryContentsList::getDirectory().getChildFile (filename).
		*/
		String filename;

		/** File size in bytes. */
		int64 fileSize;

		/** File modification time.

			As supplied by File::getLastModificationTime().
		*/
		Time modificationTime;

		/** File creation time.

			As supplied by File::getCreationTime().
		*/
		Time creationTime;

		/** True if the file is a directory. */
		bool isDirectory;

		/** True if the file is read-only. */
		bool isReadOnly;
	};

	/** Returns the number of files currently available in the list.

		The info about one of these files can be retrieved with getFileInfo() or
		getFile().

		Obviously as the background thread runs and scans the directory for files, this
		number will change.

		@see getFileInfo, getFile
	*/
	int getNumFiles() const;

	/** Returns the cached information about one of the files in the list.

		If the index is in-range, this will return true and will copy the file's details
		to the structure that is passed-in.

		If it returns false, then the index wasn't in range, and the structure won't
		be affected.

		@see getNumFiles, getFile
	*/
	bool getFileInfo (int index, FileInfo& resultInfo) const;

	/** Returns one of the files in the list.

		@param index	should be less than getNumFiles(). If this is out-of-range, the
						return value will be File::nonexistent
		@see getNumFiles, getFileInfo
	*/
	const File getFile (int index) const;

	/** Returns the file filter being used.

		The filter is specified in the constructor.
	*/
	const FileFilter* getFilter() const			 { return fileFilter; }

	/** @internal */
	bool useTimeSlice();
	/** @internal */
	TimeSliceThread& getTimeSliceThread()		   { return thread; }
	/** @internal */
	static int compareElements (const DirectoryContentsList::FileInfo* first,
								const DirectoryContentsList::FileInfo* second);

	juce_UseDebuggingNewOperator

private:
	File root;
	const FileFilter* fileFilter;
	TimeSliceThread& thread;
	int fileTypeFlags;

	CriticalSection fileListLock;
	OwnedArray <FileInfo> files;

	ScopedPointer <DirectoryIterator> fileFindHandle;
	bool volatile shouldStop;

	void changed();
	bool checkNextFile (bool& hasChanged);
	bool addFile (const File& file, bool isDir,
				  const int64 fileSize, const Time& modTime,
				  const Time& creationTime, bool isReadOnly);
	void setTypeFlags (int newFlags);

	DirectoryContentsList (const DirectoryContentsList&);
	DirectoryContentsList& operator= (const DirectoryContentsList&);
};

#endif   // __JUCE_DIRECTORYCONTENTSLIST_JUCEHEADER__
/*** End of inlined file: juce_DirectoryContentsList.h ***/


/*** Start of inlined file: juce_FileBrowserListener.h ***/
#ifndef __JUCE_FILEBROWSERLISTENER_JUCEHEADER__
#define __JUCE_FILEBROWSERLISTENER_JUCEHEADER__

/**
	A listener for user selection events in a file browser.

	This is used by a FileBrowserComponent or FileListComponent.
*/
class JUCE_API  FileBrowserListener
{
public:

	/** Destructor. */
	virtual ~FileBrowserListener();

	/** Callback when the user selects a different file in the browser. */
	virtual void selectionChanged() = 0;

	/** Callback when the user clicks on a file in the browser. */
	virtual void fileClicked (const File& file, const MouseEvent& e) = 0;

	/** Callback when the user double-clicks on a file in the browser. */
	virtual void fileDoubleClicked (const File& file) = 0;
};

#endif   // __JUCE_FILEBROWSERLISTENER_JUCEHEADER__
/*** End of inlined file: juce_FileBrowserListener.h ***/

/**
	A base class for components that display a list of the files in a directory.

	@see DirectoryContentsList
*/
class JUCE_API  DirectoryContentsDisplayComponent
{
public:

	/** Creates a DirectoryContentsDisplayComponent for a given list of files. */
	DirectoryContentsDisplayComponent (DirectoryContentsList& listToShow);

	/** Destructor. */
	virtual ~DirectoryContentsDisplayComponent();

	/** Returns the number of files the user has got selected.
		@see getSelectedFile
	*/
	virtual int getNumSelectedFiles() const = 0;

	/** Returns one of the files that the user has currently selected.
		The index should be in the range 0 to (getNumSelectedFiles() - 1).
		@see getNumSelectedFiles
	*/
	virtual const File getSelectedFile (int index) const = 0;

	/** Deselects any selected files. */
	virtual void deselectAllFiles() = 0;

	/** Scrolls this view to the top. */
	virtual void scrollToTop() = 0;

	/** Adds a listener to be told when files are selected or clicked.
		@see removeListener
	*/
	void addListener (FileBrowserListener* listener);

	/** Removes a listener.
		@see addListener
	*/
	void removeListener (FileBrowserListener* listener);

	/** A set of colour IDs to use to change the colour of various aspects of the list.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		highlightColourId	  = 0x1000540, /**< The colour to use to fill a highlighted row of the list. */
		textColourId	   = 0x1000541, /**< The colour for the text. */
	};

	/** @internal */
	void sendSelectionChangeMessage();
	/** @internal */
	void sendDoubleClickMessage (const File& file);
	/** @internal */
	void sendMouseClickMessage (const File& file, const MouseEvent& e);

	juce_UseDebuggingNewOperator

protected:
	DirectoryContentsList& fileList;
	ListenerList <FileBrowserListener> listeners;

	DirectoryContentsDisplayComponent (const DirectoryContentsDisplayComponent&);
	DirectoryContentsDisplayComponent& operator= (const DirectoryContentsDisplayComponent&);
};

#endif   // __JUCE_DIRECTORYCONTENTSDISPLAYCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_DirectoryContentsDisplayComponent.h ***/


#endif
#ifndef __JUCE_DIRECTORYCONTENTSLIST_JUCEHEADER__

#endif
#ifndef __JUCE_FILEBROWSERCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_FileBrowserComponent.h ***/
#ifndef __JUCE_FILEBROWSERCOMPONENT_JUCEHEADER__
#define __JUCE_FILEBROWSERCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_FilePreviewComponent.h ***/
#ifndef __JUCE_FILEPREVIEWCOMPONENT_JUCEHEADER__
#define __JUCE_FILEPREVIEWCOMPONENT_JUCEHEADER__

/**
	Base class for components that live inside a file chooser dialog box and
	show previews of the files that get selected.

	One of these allows special extra information to be displayed for files
	in a dialog box as the user selects them. Each time the current file or
	directory is changed, the selectedFileChanged() method will be called
	to allow it to update itself appropriately.

	@see FileChooser, ImagePreviewComponent
*/
class JUCE_API  FilePreviewComponent  : public Component
{
public:

	/** Creates a FilePreviewComponent. */
	FilePreviewComponent();

	/** Destructor. */
	~FilePreviewComponent();

	/** Called to indicate that the user's currently selected file has changed.

		@param newSelectedFile  the newly selected file or directory, which may be
								File::nonexistent if none is selected.
	*/
	virtual void selectedFileChanged (const File& newSelectedFile) = 0;

	juce_UseDebuggingNewOperator

private:
	FilePreviewComponent (const FilePreviewComponent&);
	FilePreviewComponent& operator= (const FilePreviewComponent&);
};

#endif   // __JUCE_FILEPREVIEWCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_FilePreviewComponent.h ***/

/**
	A component for browsing and selecting a file or directory to open or save.

	This contains a FileListComponent and adds various boxes and controls for
	navigating and selecting a file. It can work in different modes so that it can
	be used for loading or saving a file, or for choosing a directory.

	@see FileChooserDialogBox, FileChooser, FileListComponent
*/
class JUCE_API  FileBrowserComponent  : public Component,
										public ChangeBroadcaster,
										private FileBrowserListener,
										private TextEditorListener,
										private ButtonListener,
										private ComboBoxListener,  // (can't use ComboBox::Listener due to idiotic VC2005 bug)
										private FileFilter
{
public:

	/** Various options for the browser.

		A combination of these is passed into the FileBrowserComponent constructor.
	*/
	enum FileChooserFlags
	{
		openMode		= 1,	/**< specifies that the component should allow the user to
											 choose an existing file with the intention of opening it. */
		saveMode		= 2,	/**< specifies that the component should allow the user to specify
											 the name of a file that will be used to save something. */
		canSelectFiles	  = 4,	/**< specifies that the user can select files (can be used in
											 conjunction with canSelectDirectories). */
		canSelectDirectories	= 8,	/**< specifies that the user can select directories (can be used in
											 conjuction with canSelectFiles). */
		canSelectMultipleItems  = 16,   /**< specifies that the user can select multiple items. */
		useTreeView		 = 32,   /**< specifies that a tree-view should be shown instead of a file list. */
		filenameBoxIsReadOnly   = 64	/**< specifies that the user can't type directly into the filename box. */
	};

	/** Creates a FileBrowserComponent.

		@param flags			A combination of flags from the FileChooserFlags enumeration,
										used to specify the component's behaviour. The flags must contain
										either openMode or saveMode, and canSelectFiles and/or
										canSelectDirectories.
		@param initialFileOrDirectory   The file or directory that should be selected when
										the component begins. If this is File::nonexistent,
										a default directory will be chosen.
		@param fileFilter		   an optional filter to use to determine which files
										are shown. If this is 0 then all files are displayed. Note
										that a pointer is kept internally to this object, so
										make sure that it is not deleted before the browser object
										is deleted.
		@param previewComp		  an optional preview component that will be used to
										show previews of files that the user selects
	*/
	FileBrowserComponent (int flags,
						  const File& initialFileOrDirectory,
						  const FileFilter* fileFilter,
						  FilePreviewComponent* previewComp);

	/** Destructor. */
	~FileBrowserComponent();

	/** Returns the number of files that the user has got selected.
		If multiple select isn't active, this will only be 0 or 1. To get the complete
		list of files they've chosen, pass an index to getCurrentFile().
	*/
	int getNumSelectedFiles() const throw();

	/** Returns one of the files that the user has chosen.
		If the box has multi-select enabled, the index lets you specify which of the files
		to get - see getNumSelectedFiles() to find out how many files were chosen.
		@see getHighlightedFile
	*/
	const File getSelectedFile (int index) const throw();

	/** Deselects any files that are currently selected.
	*/
	void deselectAllFiles();

	/** Returns true if the currently selected file(s) are usable.

		This can be used to decide whether the user can press "ok" for the
		current file. What it does depends on the mode, so for example in an "open"
		mode, this only returns true if a file has been selected and if it exists.
		In a "save" mode, a non-existent file would also be valid.
	*/
	bool currentFileIsValid() const;

	/** This returns the last item in the view that the user has highlighted.
		This may be different from getCurrentFile(), which returns the value
		that is shown in the filename box, and if there are multiple selections,
		this will only return one of them.
		@see getSelectedFile
	*/
	const File getHighlightedFile() const throw();

	/** Returns the directory whose contents are currently being shown in the listbox. */
	const File getRoot() const;

	/** Changes the directory that's being shown in the listbox. */
	void setRoot (const File& newRootDirectory);

	/** Equivalent to pressing the "up" button to browse the parent directory. */
	void goUp();

	/** Refreshes the directory that's currently being listed. */
	void refresh();

	/** Returns a verb to describe what should happen when the file is accepted.

		E.g. if browsing in "load file" mode, this will be "Open", if in "save file"
		mode, it'll be "Save", etc.
	*/
	virtual const String getActionVerb() const;

	/** Returns true if the saveMode flag was set when this component was created.
	*/
	bool isSaveMode() const throw();

	/** Adds a listener to be told when the user selects and clicks on files.

		@see removeListener
	*/
	void addListener (FileBrowserListener* listener);

	/** Removes a listener.

		@see addListener
	*/
	void removeListener (FileBrowserListener* listener);

	/** @internal */
	void resized();
	/** @internal */
	void buttonClicked (Button* b);
	/** @internal */
	void comboBoxChanged (ComboBox*);
	/** @internal */
	void textEditorTextChanged (TextEditor& editor);
	/** @internal */
	void textEditorReturnKeyPressed (TextEditor& editor);
	/** @internal */
	void textEditorEscapeKeyPressed (TextEditor& editor);
	/** @internal */
	void textEditorFocusLost (TextEditor& editor);
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void selectionChanged();
	/** @internal */
	void fileClicked (const File& f, const MouseEvent& e);
	/** @internal */
	void fileDoubleClicked (const File& f);
	/** @internal */
	bool isFileSuitable (const File& file) const;
	/** @internal */
	bool isDirectorySuitable (const File&) const;

	/** @internal */
	FilePreviewComponent* getPreviewComponent() const throw();

	juce_UseDebuggingNewOperator

protected:
	virtual const BigInteger getRoots (StringArray& rootNames, StringArray& rootPaths);

private:

	ScopedPointer <DirectoryContentsList> fileList;
	const FileFilter* fileFilter;

	int flags;
	File currentRoot;
	Array<File> chosenFiles;
	ListenerList <FileBrowserListener> listeners;

	ScopedPointer<DirectoryContentsDisplayComponent> fileListComponent;
	FilePreviewComponent* previewComp;
	ComboBox currentPathBox;
	TextEditor filenameBox;
	Label fileLabel;
	ScopedPointer<Button> goUpButton;

	TimeSliceThread thread;

	void sendListenerChangeMessage();
	bool isFileOrDirSuitable (const File& f) const;

	FileBrowserComponent (const FileBrowserComponent&);
	FileBrowserComponent& operator= (const FileBrowserComponent&);
};

#endif   // __JUCE_FILEBROWSERCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_FileBrowserComponent.h ***/


#endif
#ifndef __JUCE_FILEBROWSERLISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_FILECHOOSER_JUCEHEADER__

/*** Start of inlined file: juce_FileChooser.h ***/
#ifndef __JUCE_FILECHOOSER_JUCEHEADER__
#define __JUCE_FILECHOOSER_JUCEHEADER__

/**
	Creates a dialog box to choose a file or directory to load or save.

	To use a FileChooser:
	- create one (as a local stack variable is the neatest way)
	- call one of its browseFor.. methods
	- if this returns true, the user has selected a file, so you can retrieve it
	  with the getResult() method.

	e.g. @code
	void loadMooseFile()
	{
		FileChooser myChooser ("Please select the moose you want to load...",
							   File::getSpecialLocation (File::userHomeDirectory),
							   "*.moose");

		if (myChooser.browseForFileToOpen())
		{
			File mooseFile (myChooser.getResult());

			loadMoose (mooseFile);
		}
	}
	@endcode
*/
class JUCE_API  FileChooser
{
public:

	/** Creates a FileChooser.

		After creating one of these, use one of the browseFor... methods to display it.

		@param dialogBoxTitle	   a text string to display in the dialog box to
										tell the user what's going on
		@param initialFileOrDirectory   the file or directory that should be selected when
										the dialog box opens. If this parameter is set to
										File::nonexistent, a sensible default directory
										will be used instead.
		@param filePatternsAllowed	  a set of file patterns to specify which files can be
										selected - each pattern should be separated by a
										comma or semi-colon, e.g. "*" or "*.jpg;*.gif". An
										empty string means that all files are allowed
		@param useOSNativeDialogBox	 if true, then a native dialog box will be used if
										possible; if false, then a Juce-based browser dialog
										box will always be used
		@see browseForFileToOpen, browseForFileToSave, browseForDirectory
	*/
	FileChooser (const String& dialogBoxTitle,
				 const File& initialFileOrDirectory = File::nonexistent,
				 const String& filePatternsAllowed = String::empty,
				 bool useOSNativeDialogBox = true);

	/** Destructor. */
	~FileChooser();

	/** Shows a dialog box to choose a file to open.

		This will display the dialog box modally, using an "open file" mode, so that
		it won't allow non-existent files or directories to be chosen.

		@param previewComponent   an optional component to display inside the dialog
								  box to show special info about the files that the user
								  is browsing. The component will not be deleted by this
								  object, so the caller must take care of it.
		@returns	true if the user selected a file, in which case, use the getResult()
					method to find out what it was. Returns false if they cancelled instead.
		@see browseForFileToSave, browseForDirectory
	*/
	bool browseForFileToOpen (FilePreviewComponent* previewComponent = 0);

	/** Same as browseForFileToOpen, but allows the user to select multiple files.

		The files that are returned can be obtained by calling getResults(). See
		browseForFileToOpen() for more info about the behaviour of this method.
	*/
	bool browseForMultipleFilesToOpen (FilePreviewComponent* previewComponent = 0);

	/** Shows a dialog box to choose a file to save.

		This will display the dialog box modally, using an "save file" mode, so it
		will allow non-existent files to be chosen, but not directories.

		@param warnAboutOverwritingExistingFiles	 if true, the dialog box will ask
					the user if they're sure they want to overwrite a file that already
					exists
		@returns	true if the user chose a file and pressed 'ok', in which case, use
					the getResult() method to find out what the file was. Returns false
					if they cancelled instead.
		@see browseForFileToOpen, browseForDirectory
	*/
	bool browseForFileToSave (bool warnAboutOverwritingExistingFiles);

	/** Shows a dialog box to choose a directory.

		This will display the dialog box modally, using an "open directory" mode, so it
		will only allow directories to be returned, not files.

		@returns	true if the user chose a directory and pressed 'ok', in which case, use
					the getResult() method to find out what they chose. Returns false
					if they cancelled instead.
		@see browseForFileToOpen, browseForFileToSave
	*/
	bool browseForDirectory();

	/** Same as browseForFileToOpen, but allows the user to select multiple files and directories.

		The files that are returned can be obtained by calling getResults(). See
		browseForFileToOpen() for more info about the behaviour of this method.
	*/
	bool browseForMultipleFilesOrDirectories (FilePreviewComponent* previewComponent = 0);

	/** Returns the last file that was chosen by one of the browseFor methods.

		After calling the appropriate browseFor... method, this method lets you
		find out what file or directory they chose.

		Note that the file returned is only valid if the browse method returned true (i.e.
		if the user pressed 'ok' rather than cancelling).

		If you're using a multiple-file select, then use the getResults() method instead,
		to obtain the list of all files chosen.

		@see getResults
	*/
	const File getResult() const;

	/** Returns a list of all the files that were chosen during the last call to a
		browse method.

		This array may be empty if no files were chosen, or can contain multiple entries
		if multiple files were chosen.

		@see getResult
	*/
	const Array<File>& getResults() const;

	juce_UseDebuggingNewOperator

private:
	String title, filters;
	File startingFile;
	Array<File> results;
	bool useNativeDialogBox;

	bool showDialog (bool selectsDirectories, bool selectsFiles, bool isSave,
					 bool warnAboutOverwritingExistingFiles, bool selectMultipleFiles,
					 FilePreviewComponent* previewComponent);

	static void showPlatformDialog (Array<File>& results, const String& title, const File& file,
									const String& filters, bool selectsDirectories, bool selectsFiles,
									bool isSave, bool warnAboutOverwritingExistingFiles, bool selectMultipleFiles,
									FilePreviewComponent* previewComponent);
};

#endif   // __JUCE_FILECHOOSER_JUCEHEADER__
/*** End of inlined file: juce_FileChooser.h ***/


#endif
#ifndef __JUCE_FILECHOOSERDIALOGBOX_JUCEHEADER__

/*** Start of inlined file: juce_FileChooserDialogBox.h ***/
#ifndef __JUCE_FILECHOOSERDIALOGBOX_JUCEHEADER__
#define __JUCE_FILECHOOSERDIALOGBOX_JUCEHEADER__


/*** Start of inlined file: juce_ResizableWindow.h ***/
#ifndef __JUCE_RESIZABLEWINDOW_JUCEHEADER__
#define __JUCE_RESIZABLEWINDOW_JUCEHEADER__


/*** Start of inlined file: juce_TopLevelWindow.h ***/
#ifndef __JUCE_TOPLEVELWINDOW_JUCEHEADER__
#define __JUCE_TOPLEVELWINDOW_JUCEHEADER__


/*** Start of inlined file: juce_DropShadower.h ***/
#ifndef __JUCE_DROPSHADOWER_JUCEHEADER__
#define __JUCE_DROPSHADOWER_JUCEHEADER__

/**
	Adds a drop-shadow to a component.

	This object creates and manages a set of components which sit around a
	component, creating a gaussian shadow around it. The components will track
	the position of the component and if it's brought to the front they'll also
	follow this.

	For desktop windows you don't need to use this class directly - just
	set the Component::windowHasDropShadow flag when calling
	Component::addToDesktop(), and the system will create one of these if it's
	needed (which it obviously isn't on the Mac, for example).
*/
class JUCE_API  DropShadower  : public ComponentListener
{
public:

	/** Creates a DropShadower.

		@param alpha	the opacity of the shadows, from 0 to 1.0
		@param xOffset	  the horizontal displacement of the shadow, in pixels
		@param yOffset	  the vertical displacement of the shadow, in pixels
		@param blurRadius   the radius of the blur to use for creating the shadow
	*/
	DropShadower (float alpha = 0.5f,
				  int xOffset = 1,
				  int yOffset = 5,
				  float blurRadius = 10.0f);

	/** Destructor. */
	virtual ~DropShadower();

	/** Attaches the DropShadower to the component you want to shadow. */
	void setOwner (Component* componentToFollow);

	/** @internal */
	void componentMovedOrResized (Component& component, bool wasMoved, bool wasResized);
	/** @internal */
	void componentBroughtToFront (Component& component);
	/** @internal */
	void componentChildrenChanged (Component& component);
	/** @internal */
	void componentParentHierarchyChanged (Component& component);
	/** @internal */
	void componentVisibilityChanged (Component& component);

	juce_UseDebuggingNewOperator

private:

	Component* owner;
	int numShadows;
	Component* shadowWindows[4];
	Image shadowImageSections[12];
	const int shadowEdge, xOffset, yOffset;
	const float alpha, blurRadius;
	bool inDestructor, reentrant;

	void updateShadows();
	void setShadowImage (const Image& src, int num, int w, int h, int sx, int sy);
	void bringShadowWindowsToFront();
	void deleteShadowWindows();

	DropShadower (const DropShadower&);
	DropShadower& operator= (const DropShadower&);
};

#endif   // __JUCE_DROPSHADOWER_JUCEHEADER__
/*** End of inlined file: juce_DropShadower.h ***/

/**
	A base class for top-level windows.

	This class is used for components that are considered a major part of your
	application - e.g. ResizableWindow, DocumentWindow, DialogWindow, AlertWindow,
	etc. Things like menus that pop up briefly aren't derived from it.

	A TopLevelWindow is probably on the desktop, but this isn't mandatory - it
	could itself be the child of another component.

	The class manages a list of all instances of top-level windows that are in use,
	and each one is also given the concept of being "active". The active window is
	one that is actively being used by the user. This isn't quite the same as the
	component with the keyboard focus, because there may be a popup menu or other
	temporary window which gets keyboard focus while the active top level window is
	unchanged.

	A top-level window also has an optional drop-shadow.

	@see ResizableWindow, DocumentWindow, DialogWindow
*/
class JUCE_API  TopLevelWindow  : public Component
{
public:

	/** Creates a TopLevelWindow.

		@param name		 the name to give the component
		@param addToDesktop	 if true, the window will be automatically added to the
									desktop; if false, you can use it as a child component
	*/
	TopLevelWindow (const String& name, bool addToDesktop);

	/** Destructor. */
	~TopLevelWindow();

	/** True if this is currently the TopLevelWindow that is actively being used.

		This isn't quite the same as having keyboard focus, because the focus may be
		on a child component or a temporary pop-up menu, etc, while this window is
		still considered to be active.

		@see activeWindowStatusChanged
	*/
	bool isActiveWindow() const throw()			 { return windowIsActive_; }

	/** This will set the bounds of the window so that it's centred in front of another
		window.

		If your app has a few windows open and want to pop up a dialog box for one of
		them, you can use this to show it in front of the relevent parent window, which
		is a bit neater than just having it appear in the middle of the screen.

		If componentToCentreAround is 0, then the currently active TopLevelWindow will
		be used instead. If no window is focused, it'll just default to the middle of the
		screen.
	*/
	void centreAroundComponent (Component* componentToCentreAround,
								int width, int height);

	/** Turns the drop-shadow on and off. */
	void setDropShadowEnabled (bool useShadow);

	/** Sets whether an OS-native title bar will be used, or a Juce one.

		@see isUsingNativeTitleBar
	*/
	void setUsingNativeTitleBar (bool useNativeTitleBar);

	/** Returns true if the window is currently using an OS-native title bar.

		@see setUsingNativeTitleBar
	*/
	bool isUsingNativeTitleBar() const throw()		  { return useNativeTitleBar && isOnDesktop(); }

	/** Returns the number of TopLevelWindow objects currently in use.

		@see getTopLevelWindow
	*/
	static int getNumTopLevelWindows() throw();

	/** Returns one of the TopLevelWindow objects currently in use.

		The index is 0 to (getNumTopLevelWindows() - 1).
	*/
	static TopLevelWindow* getTopLevelWindow (int index) throw();

	/** Returns the currently-active top level window.

		There might not be one, of course, so this can return 0.
	*/
	static TopLevelWindow* getActiveTopLevelWindow() throw();

	juce_UseDebuggingNewOperator

	/** @internal */
	virtual void addToDesktop (int windowStyleFlags, void* nativeWindowToAttachTo = 0);

protected:

	/** This callback happens when this window becomes active or inactive.

		@see isActiveWindow
	*/
	virtual void activeWindowStatusChanged();

	/** @internal */
	void focusOfChildComponentChanged (FocusChangeType cause);
	/** @internal */
	void parentHierarchyChanged();
	/** @internal */
	void visibilityChanged();
	/** @internal */
	virtual int getDesktopWindowStyleFlags() const;
	/** @internal */
	void recreateDesktopWindow();

private:
	friend class TopLevelWindowManager;
	bool useDropShadow, useNativeTitleBar, windowIsActive_;
	ScopedPointer <DropShadower> shadower;

	void setWindowActive (bool isNowActive);

	TopLevelWindow (const TopLevelWindow&);
	TopLevelWindow& operator= (const TopLevelWindow&);
};

#endif   // __JUCE_TOPLEVELWINDOW_JUCEHEADER__
/*** End of inlined file: juce_TopLevelWindow.h ***/


/*** Start of inlined file: juce_ComponentDragger.h ***/
#ifndef __JUCE_COMPONENTDRAGGER_JUCEHEADER__
#define __JUCE_COMPONENTDRAGGER_JUCEHEADER__


/*** Start of inlined file: juce_ComponentBoundsConstrainer.h ***/
#ifndef __JUCE_COMPONENTBOUNDSCONSTRAINER_JUCEHEADER__
#define __JUCE_COMPONENTBOUNDSCONSTRAINER_JUCEHEADER__

/**
	A class that imposes restrictions on a Component's size or position.

	This is used by classes such as ResizableCornerComponent,
	ResizableBorderComponent and ResizableWindow.

	The base class can impose some basic size and position limits, but you can
	also subclass this for custom uses.

	@see ResizableCornerComponent, ResizableBorderComponent, ResizableWindow
*/
class JUCE_API  ComponentBoundsConstrainer
{
public:

	/** When first created, the object will not impose any restrictions on the components. */
	ComponentBoundsConstrainer() throw();

	/** Destructor. */
	virtual ~ComponentBoundsConstrainer();

	/** Imposes a minimum width limit. */
	void setMinimumWidth (int minimumWidth) throw();

	/** Returns the current minimum width. */
	int getMinimumWidth() const throw()			 { return minW; }

	/** Imposes a maximum width limit. */
	void setMaximumWidth (int maximumWidth) throw();

	/** Returns the current maximum width. */
	int getMaximumWidth() const throw()			 { return maxW; }

	/** Imposes a minimum height limit. */
	void setMinimumHeight (int minimumHeight) throw();

	/** Returns the current minimum height. */
	int getMinimumHeight() const throw()			{ return minH; }

	/** Imposes a maximum height limit. */
	void setMaximumHeight (int maximumHeight) throw();

	/** Returns the current maximum height. */
	int getMaximumHeight() const throw()			{ return maxH; }

	/** Imposes a minimum width and height limit. */
	void setMinimumSize (int minimumWidth,
						 int minimumHeight) throw();

	/** Imposes a maximum width and height limit. */
	void setMaximumSize (int maximumWidth,
						 int maximumHeight) throw();

	/** Set all the maximum and minimum dimensions. */
	void setSizeLimits (int minimumWidth,
						int minimumHeight,
						int maximumWidth,
						int maximumHeight) throw();

	/** Sets the amount by which the component is allowed to go off-screen.

		The values indicate how many pixels must remain on-screen when dragged off
		one of its parent's edges, so e.g. if minimumWhenOffTheTop is set to 10, then
		when the component goes off the top of the screen, its y-position will be
		clipped so that there are always at least 10 pixels on-screen. In other words,
		the lowest y-position it can take would be (10 - the component's height).

		If you pass 0 or less for one of these amounts, the component is allowed
		to move beyond that edge completely, with no restrictions at all.

		If you pass a very large number (i.e. larger that the dimensions of the
		component itself), then the component won't be allowed to overlap that
		edge at all. So e.g. setting minimumWhenOffTheLeft to 0xffffff will mean that
		the component will bump into the left side of the screen and go no further.
	*/
	void setMinimumOnscreenAmounts (int minimumWhenOffTheTop,
									int minimumWhenOffTheLeft,
									int minimumWhenOffTheBottom,
									int minimumWhenOffTheRight) throw();

	/** Specifies a width-to-height ratio that the resizer should always maintain.

		If the value is 0, no aspect ratio is enforced. If it's non-zero, the width
		will always be maintained as this multiple of the height.

		@see setResizeLimits
	*/
	void setFixedAspectRatio (double widthOverHeight) throw();

	/** Returns the aspect ratio that was set with setFixedAspectRatio().

		If no aspect ratio is being enforced, this will return 0.
	*/
	double getFixedAspectRatio() const throw();

	/** This callback changes the given co-ordinates to impose whatever the current
		constraints are set to be.

		@param bounds		   the target position that should be examined and adjusted
		@param previousBounds	   the component's current size
		@param limits		   the region in which the component can be positioned
		@param isStretchingTop	  whether the top edge of the component is being resized
		@param isStretchingLeft	 whether the left edge of the component is being resized
		@param isStretchingBottom   whether the bottom edge of the component is being resized
		@param isStretchingRight	whether the right edge of the component is being resized
	*/
	virtual void checkBounds (Rectangle<int>& bounds,
							  const Rectangle<int>& previousBounds,
							  const Rectangle<int>& limits,
							  bool isStretchingTop,
							  bool isStretchingLeft,
							  bool isStretchingBottom,
							  bool isStretchingRight);

	/** This callback happens when the resizer is about to start dragging. */
	virtual void resizeStart();

	/** This callback happens when the resizer has finished dragging. */
	virtual void resizeEnd();

	/** Checks the given bounds, and then sets the component to the corrected size. */
	void setBoundsForComponent (Component* component,
								const Rectangle<int>& bounds,
								bool isStretchingTop,
								bool isStretchingLeft,
								bool isStretchingBottom,
								bool isStretchingRight);

	/** Performs a check on the current size of a component, and moves or resizes
		it if it fails the constraints.
	*/
	void checkComponentBounds (Component* component);

	/** Called by setBoundsForComponent() to apply a new constrained size to a
		component.

		By default this just calls setBounds(), but it virtual in case it's needed for
		extremely cunning purposes.
	*/
	virtual void applyBoundsToComponent (Component* component,
										 const Rectangle<int>& bounds);

	juce_UseDebuggingNewOperator

private:
	int minW, maxW, minH, maxH;
	int minOffTop, minOffLeft, minOffBottom, minOffRight;
	double aspectRatio;

	ComponentBoundsConstrainer (const ComponentBoundsConstrainer&);
	ComponentBoundsConstrainer& operator= (const ComponentBoundsConstrainer&);
};

#endif   // __JUCE_COMPONENTBOUNDSCONSTRAINER_JUCEHEADER__
/*** End of inlined file: juce_ComponentBoundsConstrainer.h ***/

/**
	An object to take care of the logic for dragging components around with the mouse.

	Very easy to use - in your mouseDown() callback, call startDraggingComponent(),
	then in your mouseDrag() callback, call dragComponent().

	When starting a drag, you can give it a ComponentBoundsConstrainer to use
	to limit the component's position and keep it on-screen.

	e.g. @code
	class MyDraggableComp
	{
		ComponentDragger myDragger;

		void mouseDown (const MouseEvent& e)
		{
			myDragger.startDraggingComponent (this, 0);
		}

		void mouseDrag (const MouseEvent& e)
		{
			myDragger.dragComponent (this, e);
		}
	};
	@endcode
*/
class JUCE_API  ComponentDragger
{
public:

	/** Creates a ComponentDragger. */
	ComponentDragger();

	/** Destructor. */
	virtual ~ComponentDragger();

	/** Call this from your component's mouseDown() method, to prepare for dragging.

		@param componentToDrag	  the component that you want to drag
		@param constrainer	  a constrainer object to use to keep the component
									from going offscreen
		@see dragComponent
	*/
	void startDraggingComponent (Component* componentToDrag,
								 ComponentBoundsConstrainer* constrainer);

	/** Call this from your mouseDrag() callback to move the component.

		This will move the component, but will first check the validity of the
		component's new position using the checkPosition() method, which you
		can override if you need to enforce special positioning limits on the
		component.

		@param componentToDrag	  the component that you want to drag
		@param e			the current mouse-drag event
		@see dragComponent
	*/
	void dragComponent (Component* componentToDrag,
						const MouseEvent& e);

	juce_UseDebuggingNewOperator

private:
	ComponentBoundsConstrainer* constrainer;
	Point<int> originalPos;

	ComponentDragger (const ComponentDragger&);
	ComponentDragger& operator= (const ComponentDragger&);
};

#endif   // __JUCE_COMPONENTDRAGGER_JUCEHEADER__
/*** End of inlined file: juce_ComponentDragger.h ***/


/*** Start of inlined file: juce_ResizableBorderComponent.h ***/
#ifndef __JUCE_RESIZABLEBORDERCOMPONENT_JUCEHEADER__
#define __JUCE_RESIZABLEBORDERCOMPONENT_JUCEHEADER__

/**
	A component that resizes its parent window when dragged.

	This component forms a frame around the edge of a component, allowing it to
	be dragged by the edges or corners to resize it - like the way windows are
	resized in MSWindows or Linux.

	To use it, just add it to your component, making it fill the entire parent component
	(there's a mouse hit-test that only traps mouse-events which land around the
	edge of the component, so it's even ok to put it on top of any other components
	you're using). Make sure you rescale the resizer component to fill the parent
	each time the parent's size changes.

	@see ResizableCornerComponent
*/
class JUCE_API  ResizableBorderComponent  : public Component
{
public:

	/** Creates a resizer.

		Pass in the target component which you want to be resized when this one is
		dragged.

		The target component will usually be a parent of the resizer component, but this
		isn't mandatory.

		Remember that when the target component is resized, it'll need to move and
		resize this component to keep it in place, as this won't happen automatically.

		If the constrainer parameter is non-zero, then this object will be used to enforce
		limits on the size and position that the component can be stretched to. Make sure
		that the constrainer isn't deleted while still in use by this object.

		@see ComponentBoundsConstrainer
	*/
	ResizableBorderComponent (Component* componentToResize,
							  ComponentBoundsConstrainer* constrainer);

	/** Destructor. */
	~ResizableBorderComponent();

	/** Specifies how many pixels wide the draggable edges of this component are.

		@see getBorderThickness
	*/
	void setBorderThickness (const BorderSize& newBorderSize);

	/** Returns the number of pixels wide that the draggable edges of this component are.

		@see setBorderThickness
	*/
	const BorderSize getBorderThickness() const;

	/** Represents the different sections of a resizable border, which allow it to
		resized in different ways.
	*/
	class Zone
	{
	public:

		enum Zones
		{
			centre  = 0,
			left	= 1,
			top	 = 2,
			right   = 4,
			bottom  = 8
		};

		/** Creates a Zone from a combination of the flags in \enum Zones. */
		explicit Zone (int zoneFlags = 0) throw();
		Zone (const Zone& other) throw();
		Zone& operator= (const Zone& other) throw();

		bool operator== (const Zone& other) const throw();
		bool operator!= (const Zone& other) const throw();

		/** Given a point within a rectangle with a resizable border, this returns the
			zone that the point lies within.
		*/
		static const Zone fromPositionOnBorder (const Rectangle<int>& totalSize,
												const BorderSize& border,
												const Point<int>& position);

		/** Returns an appropriate mouse-cursor for this resize zone. */
		const MouseCursor getMouseCursor() const throw();

		/** Returns true if dragging this zone will move the enire object without resizing it. */
		bool isDraggingWholeObject() const throw()	  { return zone == centre; }
		/** Returns true if dragging this zone will move the object's left edge. */
		bool isDraggingLeftEdge() const throw()	 { return (zone & left) != 0; }
		/** Returns true if dragging this zone will move the object's right edge. */
		bool isDraggingRightEdge() const throw()	{ return (zone & right) != 0; }
		/** Returns true if dragging this zone will move the object's top edge. */
		bool isDraggingTopEdge() const throw()	  { return (zone & top) != 0; }
		/** Returns true if dragging this zone will move the object's bottom edge. */
		bool isDraggingBottomEdge() const throw()	   { return (zone & bottom) != 0; }

		/** Resizes this rectangle by the given amount, moving just the edges that this zone
			applies to.
		*/
		template <typename ValueType>
		const Rectangle<ValueType> resizeRectangleBy (Rectangle<ValueType> original,
													  const Point<ValueType>& distance) const throw()
		{
			if (isDraggingWholeObject())
				return original + distance;

			if (isDraggingLeftEdge())
				original.setLeft (jmin (original.getRight(), original.getX() + distance.getX()));

			if (isDraggingRightEdge())
				original.setWidth (jmax (ValueType(), original.getWidth() + distance.getX()));

			if (isDraggingTopEdge())
				original.setTop (jmin (original.getBottom(), original.getY() + distance.getY()));

			if (isDraggingBottomEdge())
				original.setHeight (jmax (ValueType(), original.getHeight() + distance.getY()));

			return original;
		}

		/** Returns the raw flags for this zone. */
		int getZoneFlags() const throw()		{ return zone; }

	private:

		int zone;
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void mouseEnter (const MouseEvent& e);
	/** @internal */
	void mouseMove (const MouseEvent& e);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	bool hitTest (int x, int y);

private:
	Component::SafePointer<Component> component;
	ComponentBoundsConstrainer* constrainer;
	BorderSize borderSize;
	Rectangle<int> originalBounds;
	Zone mouseZone;

	void updateMouseZone (const MouseEvent& e);

	ResizableBorderComponent (const ResizableBorderComponent&);
	ResizableBorderComponent& operator= (const ResizableBorderComponent&);
};

#endif   // __JUCE_RESIZABLEBORDERCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_ResizableBorderComponent.h ***/


/*** Start of inlined file: juce_ResizableCornerComponent.h ***/
#ifndef __JUCE_RESIZABLECORNERCOMPONENT_JUCEHEADER__
#define __JUCE_RESIZABLECORNERCOMPONENT_JUCEHEADER__

/** A component that resizes a parent window when dragged.

	This is the small triangular stripey resizer component you get in the bottom-right
	of windows (more commonly on the Mac than Windows). Put one in the corner of
	a larger component and it will automatically resize its parent when it gets dragged
	around.

	@see ResizableFrameComponent
*/
class JUCE_API  ResizableCornerComponent  : public Component
{
public:

	/** Creates a resizer.

		Pass in the target component which you want to be resized when this one is
		dragged.

		The target component will usually be a parent of the resizer component, but this
		isn't mandatory.

		Remember that when the target component is resized, it'll need to move and
		resize this component to keep it in place, as this won't happen automatically.

		If the constrainer parameter is non-zero, then this object will be used to enforce
		limits on the size and position that the component can be stretched to. Make sure
		that the constrainer isn't deleted while still in use by this object. If you
		pass a zero in here, no limits will be put on the sizes it can be stretched to.

		@see ComponentBoundsConstrainer
	*/
	ResizableCornerComponent (Component* componentToResize,
							  ComponentBoundsConstrainer* constrainer);

	/** Destructor. */
	~ResizableCornerComponent();

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	bool hitTest (int x, int y);

private:

	Component::SafePointer<Component> component;
	ComponentBoundsConstrainer* constrainer;
	Rectangle<int> originalBounds;

	ResizableCornerComponent (const ResizableCornerComponent&);
	ResizableCornerComponent& operator= (const ResizableCornerComponent&);
};

#endif   // __JUCE_RESIZABLECORNERCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_ResizableCornerComponent.h ***/

/**
	A base class for top-level windows that can be dragged around and resized.

	To add content to the window, use its setContentComponent() method to
	give it a component that will remain positioned inside it (leaving a gap around
	the edges for a border).

	It's not advisable to add child components directly to a ResizableWindow: put them
	inside your content component instead. And overriding methods like resized(), moved(), etc
	is also not recommended - instead override these methods for your content component.
	(If for some obscure reason you do need to override these methods, always remember to
	call the super-class's resized() method too, otherwise it'll fail to lay out the window
	decorations correctly).

	By default resizing isn't enabled - use the setResizable() method to enable it and
	to choose the style of resizing to use.

	@see TopLevelWindow
*/
class JUCE_API  ResizableWindow  : public TopLevelWindow
{
public:

	/** Creates a ResizableWindow.

		This constructor doesn't specify a background colour, so the LookAndFeel's default
		background colour will be used.

		@param name		 the name to give the component
		@param addToDesktop	 if true, the window will be automatically added to the
									desktop; if false, you can use it as a child component
	*/
	ResizableWindow (const String& name,
					 bool addToDesktop);

	/** Creates a ResizableWindow.

		@param name		 the name to give the component
		@param backgroundColour	 the colour to use for filling the window's background.
		@param addToDesktop	 if true, the window will be automatically added to the
									desktop; if false, you can use it as a child component
	*/
	ResizableWindow (const String& name,
					 const Colour& backgroundColour,
					 bool addToDesktop);

	/** Destructor.

		If a content component has been set with setContentComponent(), it
		will be deleted.
	*/
	~ResizableWindow();

	/** Returns the colour currently being used for the window's background.

		As a convenience the window will fill itself with this colour, but you
		can override the paint() method if you need more customised behaviour.

		This method is the same as retrieving the colour for ResizableWindow::backgroundColourId.

		@see setBackgroundColour
	*/
	const Colour getBackgroundColour() const throw();

	/** Changes the colour currently being used for the window's background.

		As a convenience the window will fill itself with this colour, but you
		can override the paint() method if you need more customised behaviour.

		Note that the opaque state of this window is altered by this call to reflect
		the opacity of the colour passed-in. On window systems which can't support
		semi-transparent windows this might cause problems, (though it's unlikely you'll
		be using this class as a base for a semi-transparent component anyway).

		You can also use the ResizableWindow::backgroundColourId colour id to set
		this colour.

		@see getBackgroundColour
	*/
	void setBackgroundColour (const Colour& newColour);

	/** Make the window resizable or fixed.

		@param shouldBeResizable		whether it's resizable at all
		@param useBottomRightCornerResizer  if true, it'll add a ResizableCornerComponent at the
											bottom-right; if false, it'll use a ResizableBorderComponent
											around the edge
		@see setResizeLimits, isResizable
	*/
	void setResizable (bool shouldBeResizable,
					   bool useBottomRightCornerResizer);

	/** True if resizing is enabled.

		@see setResizable
	*/
	bool isResizable() const throw();

	/** This sets the maximum and minimum sizes for the window.

		If the window's current size is outside these limits, it will be resized to
		make sure it's within them.

		Calling setBounds() on the component will bypass any size checking - it's only when
		the window is being resized by the user that these values are enforced.

		@see setResizable, setFixedAspectRatio
	*/
	void setResizeLimits (int newMinimumWidth,
						  int newMinimumHeight,
						  int newMaximumWidth,
						  int newMaximumHeight) throw();

	/** Returns the bounds constrainer object that this window is using.

		You can access this to change its properties.
	*/
	ComponentBoundsConstrainer* getConstrainer() throw()		{ return constrainer; }

	/** Sets the bounds-constrainer object to use for resizing and dragging this window.

		A pointer to the object you pass in will be kept, but it won't be deleted
		by this object, so it's the caller's responsiblity to manage it.

		If you pass 0, then no contraints will be placed on the positioning of the window.
	*/
	void setConstrainer (ComponentBoundsConstrainer* newConstrainer);

	/** Calls the window's setBounds method, after first checking these bounds
		with the current constrainer.

		@see setConstrainer
	*/
	void setBoundsConstrained (const Rectangle<int>& bounds);

	/** Returns true if the window is currently in full-screen mode.

		@see setFullScreen
	*/
	bool isFullScreen() const;

	/** Puts the window into full-screen mode, or restores it to its normal size.

		If true, the window will become full-screen; if false, it will return to the
		last size it was before being made full-screen.

		@see isFullScreen
	*/
	void setFullScreen (bool shouldBeFullScreen);

	/** Returns true if the window is currently minimised.

		@see setMinimised
	*/
	bool isMinimised() const;

	/** Minimises the window, or restores it to its previous position and size.

		When being un-minimised, it'll return to the last position and size it
		was in before being minimised.

		@see isMinimised
	*/
	void setMinimised (bool shouldMinimise);

	/** Returns a string which encodes the window's current size and position.

		This string will encapsulate the window's size, position, and whether it's
		in full-screen mode. It's intended for letting your application save and
		restore a window's position.

		Use the restoreWindowStateFromString() to restore from a saved state.

		@see restoreWindowStateFromString
	*/
	const String getWindowStateAsString();

	/** Restores the window to a previously-saved size and position.

		This restores the window's size, positon and full-screen status from an
		string that was previously created with the getWindowStateAsString()
		method.

		@returns false if the string wasn't a valid window state
		@see getWindowStateAsString
	*/
	bool restoreWindowStateFromString (const String& previousState);

	/** Returns the current content component.

		This will be the component set by setContentComponent(), or 0 if none
		has yet been specified.

		@see setContentComponent
	*/
	Component* getContentComponent() const throw()		  { return contentComponent; }

	/** Changes the current content component.

		This sets a component that will be placed in the centre of the ResizableWindow,
		(leaving a space around the edge for the border).

		You should never add components directly to a ResizableWindow (or any of its subclasses)
		with addChildComponent(). Instead, add them to the content component.

		@param newContentComponent  the new component to use (or null to not use one) - this
									component will be deleted either when replaced by another call
									to this method, or when the ResizableWindow is deleted.
									To remove a content component without deleting it, use
									setContentComponent (0, false).
		@param deleteOldOne	 if true, the previous content component will be deleted; if
									false, the previous component will just be removed without
									deleting it.
		@param resizeToFit	  if true, the ResizableWindow will maintain its size such that
									it always fits around the size of the content component. If false, the
									new content will be resized to fit the current space available.
	*/
	void setContentComponent (Component* newContentComponent,
							  bool deleteOldOne = true,
							  bool resizeToFit = false);

	/** Changes the window so that the content component ends up with the specified size.

		This is basically a setSize call on the window, but which adds on the borders,
		so you can specify the content component's target size.
	*/
	void setContentComponentSize (int width, int height);

	/** A set of colour IDs to use to change the colour of various aspects of the window.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1005700,  /**< A colour to use to fill the window's background. */
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paint (Graphics& g);
	/** (if overriding this, make sure you call ResizableWindow::resized() in your subclass) */
	void moved();
	/** (if overriding this, make sure you call ResizableWindow::resized() in your subclass) */
	void resized();
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	void childBoundsChanged (Component* child);
	/** @internal */
	void parentSizeChanged();
	/** @internal */
	void visibilityChanged();
	/** @internal */
	void activeWindowStatusChanged();
	/** @internal */
	int getDesktopWindowStyleFlags() const;

	/** Returns the width of the border to use around the window.

		@see getContentComponentBorder
	*/
	virtual const BorderSize getBorderThickness();

	/** Returns the insets to use when positioning the content component.

		@see getBorderThickness
	*/
	virtual const BorderSize getContentComponentBorder();

#if JUCE_DEBUG
	/** Overridden to warn people about adding components directly to this component
		instead of using setContentComponent().

		If you know what you're doing and are sure you really want to add a component, specify
		a base-class method call to Component::addAndMakeVisible(), to side-step this warning.
	*/
	void addChildComponent (Component* child, int zOrder = -1);
	/** Overridden to warn people about adding components directly to this component
		instead of using setContentComponent().

		If you know what you're doing and are sure you really want to add a component, specify
		a base-class method call to Component::addAndMakeVisible(), to side-step this warning.
	*/
	void addAndMakeVisible (Component* child, int zOrder = -1);

#endif

	ScopedPointer <ResizableCornerComponent> resizableCorner;
	ScopedPointer <ResizableBorderComponent> resizableBorder;

private:
	Component::SafePointer <Component> contentComponent;
	bool resizeToFitContent, fullscreen;
	ComponentDragger dragger;
	Rectangle<int> lastNonFullScreenPos;
	ComponentBoundsConstrainer defaultConstrainer;
	ComponentBoundsConstrainer* constrainer;
	#if JUCE_DEBUG
	bool hasBeenResized;
	#endif

	void updateLastPos();

	ResizableWindow (const ResizableWindow&);
	ResizableWindow& operator= (const ResizableWindow&);

	// (xxx remove these eventually)
	// temporarily here to stop old code compiling, as the parameters for these methods have changed..
	void getBorderThickness (int& left, int& top, int& right, int& bottom);
	// temporarily here to stop old code compiling, as the parameters for these methods have changed..
	void getContentComponentBorder (int& left, int& top, int& right, int& bottom);
};

#endif   // __JUCE_RESIZABLEWINDOW_JUCEHEADER__
/*** End of inlined file: juce_ResizableWindow.h ***/


/*** Start of inlined file: juce_GlyphArrangement.h ***/
#ifndef __JUCE_GLYPHARRANGEMENT_JUCEHEADER__
#define __JUCE_GLYPHARRANGEMENT_JUCEHEADER__

/**
	A glyph from a particular font, with a particular size, style,
	typeface and position.

	@see GlyphArrangement, Font
*/
class JUCE_API  PositionedGlyph
{
public:

	PositionedGlyph (const PositionedGlyph& other);

	/** Returns the character the glyph represents. */
	juce_wchar getCharacter() const		 { return character; }
	/** Checks whether the glyph is actually empty. */
	bool isWhitespace() const		   { return CharacterFunctions::isWhitespace (character); }

	/** Returns the position of the glyph's left-hand edge. */
	float getLeft() const			   { return x; }
	/** Returns the position of the glyph's right-hand edge. */
	float getRight() const			  { return x + w; }
	/** Returns the y position of the glyph's baseline. */
	float getBaselineY() const		  { return y; }
	/** Returns the y position of the top of the glyph. */
	float getTop() const			{ return y - font.getAscent(); }
	/** Returns the y position of the bottom of the glyph. */
	float getBottom() const			 { return y + font.getDescent(); }
	/** Returns the bounds of the glyph. */
	const Rectangle<float> getBounds() const	{ return Rectangle<float> (x, getTop(), w, font.getHeight()); }

	/** Shifts the glyph's position by a relative amount. */
	void moveBy (float deltaX, float deltaY);

	/** Draws the glyph into a graphics context. */
	void draw (const Graphics& g) const;

	/** Draws the glyph into a graphics context, with an extra transform applied to it. */
	void draw (const Graphics& g, const AffineTransform& transform) const;

	/** Returns the path for this glyph.

		@param path	 the glyph's outline will be appended to this path
	*/
	void createPath (Path& path) const;

	/** Checks to see if a point lies within this glyph. */
	bool hitTest (float x, float y) const;

	juce_UseDebuggingNewOperator

private:

	friend class GlyphArrangement;
	float x, y, w;
	Font font;
	juce_wchar character;
	int glyph;

	PositionedGlyph (float x, float y, float w, const Font& font, juce_wchar character, int glyph);
};

/**
	A set of glyphs, each with a position.

	You can create a GlyphArrangement, text to it and then draw it onto a
	graphics context. It's used internally by the text methods in the
	Graphics class, but can be used directly if more control is needed.

	@see Font, PositionedGlyph
*/
class JUCE_API  GlyphArrangement
{
public:

	/** Creates an empty arrangement. */
	GlyphArrangement();

	/** Takes a copy of another arrangement. */
	GlyphArrangement (const GlyphArrangement& other);

	/** Copies another arrangement onto this one.

		To add another arrangement without clearing this one, use addGlyphArrangement().
	*/
	GlyphArrangement& operator= (const GlyphArrangement& other);

	/** Destructor. */
	~GlyphArrangement();

	/** Returns the total number of glyphs in the arrangement. */
	int getNumGlyphs() const throw()				{ return glyphs.size(); }

	/** Returns one of the glyphs from the arrangement.

		@param index	the glyph's index, from 0 to (getNumGlyphs() - 1). Be
						careful not to pass an out-of-range index here, as it
						doesn't do any bounds-checking.
	*/
	PositionedGlyph& getGlyph (int index) const;

	/** Clears all text from the arrangement and resets it.
	*/
	void clear();

	/** Appends a line of text to the arrangement.

		This will add the text as a single line, where x is the left-hand edge of the
		first character, and y is the position for the text's baseline.

		If the text contains new-lines or carriage-returns, this will ignore them - use
		addJustifiedText() to add multi-line arrangements.
	*/
	void addLineOfText (const Font& font,
						const String& text,
						float x, float y);

	/** Adds a line of text, truncating it if it's wider than a specified size.

		This is the same as addLineOfText(), but if the line's width exceeds the value
		specified in maxWidthPixels, it will be truncated using either ellipsis (i.e. dots: "..."),
		if useEllipsis is true, or if this is false, it will just drop any subsequent characters.
	*/
	void addCurtailedLineOfText (const Font& font,
								 const String& text,
								 float x, float y,
								 float maxWidthPixels,
								 bool useEllipsis);

	/** Adds some multi-line text, breaking lines at word-boundaries if they are too wide.

		This will add text to the arrangement, breaking it into new lines either where there
		is a new-line or carriage-return character in the text, or where a line's width
		exceeds the value set in maxLineWidth.

		Each line that is added will be laid out using the flags set in horizontalLayout, so
		the lines can be left- or right-justified, or centred horizontally in the space
		between x and (x + maxLineWidth).

		The y co-ordinate is the position of the baseline of the first line of text - subsequent
		lines will be placed below it, separated by a distance of font.getHeight().
	*/
	void addJustifiedText (const Font& font,
						   const String& text,
						   float x, float y,
						   float maxLineWidth,
						   const Justification& horizontalLayout);

	/** Tries to fit some text withing a given space.

		This does its best to make the given text readable within the specified rectangle,
		so it useful for labelling things.

		If the text is too big, it'll be squashed horizontally or broken over multiple lines
		if the maximumLinesToUse value allows this. If the text just won't fit into the space,
		it'll cram as much as possible in there, and put some ellipsis at the end to show that
		it's been truncated.

		A Justification parameter lets you specify how the text is laid out within the rectangle,
		both horizontally and vertically.

		@see Graphics::drawFittedText
	*/
	void addFittedText (const Font& font,
						const String& text,
						float x, float y, float width, float height,
						const Justification& layout,
						int maximumLinesToUse,
						float minimumHorizontalScale = 0.7f);

	/** Appends another glyph arrangement to this one. */
	void addGlyphArrangement (const GlyphArrangement& other);

	/** Draws this glyph arrangement to a graphics context.

		This uses cached bitmaps so is much faster than the draw (Graphics&, const AffineTransform&)
		method, which renders the glyphs as filled vectors.
	*/
	void draw (const Graphics& g) const;

	/** Draws this glyph arrangement to a graphics context.

		This renders the paths as filled vectors, so is far slower than the draw (Graphics&)
		method for non-transformed arrangements.
	*/
	void draw (const Graphics& g, const AffineTransform& transform) const;

	/** Converts the set of glyphs into a path.

		@param path	 the glyphs' outlines will be appended to this path
	*/
	void createPath (Path& path) const;

	/** Looks for a glyph that contains the given co-ordinate.

		@returns the index of the glyph, or -1 if none were found.
	*/
	int findGlyphIndexAt (float x, float y) const;

	/** Finds the smallest rectangle that will enclose a subset of the glyphs.

		@param startIndex		   the first glyph to test
		@param numGlyphs		the number of glyphs to include; if this is < 0, all glyphs after
										startIndex will be included
		@param includeWhitespace	if true, the extent of any whitespace characters will also
										be taken into account
	*/
	const Rectangle<float> getBoundingBox (int startIndex, int numGlyphs, bool includeWhitespace) const;

	/** Shifts a set of glyphs by a given amount.

		@param startIndex   the first glyph to transform
		@param numGlyphs	the number of glyphs to move; if this is < 0, all glyphs after
							startIndex will be used
		@param deltaX	   the amount to add to their x-positions
		@param deltaY	   the amount to add to their y-positions
	*/
	void moveRangeOfGlyphs (int startIndex, int numGlyphs,
							float deltaX, float deltaY);

	/** Removes a set of glyphs from the arrangement.

		@param startIndex   the first glyph to remove
		@param numGlyphs	the number of glyphs to remove; if this is < 0, all glyphs after
							startIndex will be deleted
	*/
	void removeRangeOfGlyphs (int startIndex, int numGlyphs);

	/** Expands or compresses a set of glyphs horizontally.

		@param startIndex		   the first glyph to transform
		@param numGlyphs		the number of glyphs to stretch; if this is < 0, all glyphs after
										startIndex will be used
		@param horizontalScaleFactor	how much to scale their horizontal width by
	*/
	void stretchRangeOfGlyphs (int startIndex, int numGlyphs,
							   float horizontalScaleFactor);

	/** Justifies a set of glyphs within a given space.

		This moves the glyphs as a block so that the whole thing is located within the
		given rectangle with the specified layout.

		If the Justification::horizontallyJustified flag is specified, each line will
		be stretched out to fill the specified width.
	*/
	void justifyGlyphs (int startIndex, int numGlyphs,
						float x, float y, float width, float height,
						const Justification& justification);

	juce_UseDebuggingNewOperator

private:
	OwnedArray <PositionedGlyph> glyphs;

	int insertEllipsis (const Font& font, float maxXPos, int startIndex, int endIndex);
	int fitLineIntoSpace (int start, int numGlyphs, float x, float y, float w, float h, const Font& font,
						  const Justification& justification, float minimumHorizontalScale);
	void spreadOutLine (int start, int numGlyphs, float targetWidth);
};

#endif   // __JUCE_GLYPHARRANGEMENT_JUCEHEADER__
/*** End of inlined file: juce_GlyphArrangement.h ***/

/**
	A file open/save dialog box.

	This is a Juce-based file dialog box; to use a native file chooser, see the
	FileChooser class.

	To use one of these, create it and call its show() method. e.g.

	@code
	{
		WildcardFileFilter wildcardFilter ("*.foo", "Foo files");

		FileBrowserComponent browser (FileBrowserComponent::loadFileMode,
									  File::nonexistent,
									  &wildcardFilter,
									  0);

		FileChooserDialogBox dialogBox ("Open some kind of file",
										"Please choose some kind of file that you want to open...",
										browser,
										getLookAndFeel().alertWindowBackground);

		if (dialogBox.show())
		{
			File selectedFile = browser.getCurrentFile();
			...
		}
	}
	@endcode

	@see FileChooser
*/
class JUCE_API  FileChooserDialogBox : public ResizableWindow,
									   public ButtonListener,  // (can't use Button::Listener due to idiotic VC2005 bug)
									   public FileBrowserListener
{
public:

	/** Creates a file chooser box.

		@param title		the main title to show at the top of the box
		@param instructions	 an optional longer piece of text to show below the title in
								a smaller font, describing in more detail what's required.
		@param browserComponent a FileBrowserComponent that will be shown inside this dialog
								box. Make sure you delete this after (but not before!) the
								dialog box has been deleted.
		@param warnAboutOverwritingExistingFiles	 if true, then the user will be asked to confirm
								if they try to select a file that already exists. (This
								flag is only used when saving files)
		@param backgroundColour the background colour for the top level window

		@see FileBrowserComponent, FilePreviewComponent
	*/
	FileChooserDialogBox (const String& title,
						  const String& instructions,
						  FileBrowserComponent& browserComponent,
						  bool warnAboutOverwritingExistingFiles,
						  const Colour& backgroundColour);

	/** Destructor. */
	~FileChooserDialogBox();

	/** Displays and runs the dialog box modally.

		This will show the box with the specified size, returning true if the user
		pressed 'ok', or false if they cancelled.

		Leave the width or height as 0 to use the default size
	*/
	bool show (int width = 0, int height = 0);

	/** Displays and runs the dialog box modally.

		This will show the box with the specified size at the specified location,
		returning true if the user pressed 'ok', or false if they cancelled.

		Leave the width or height as 0 to use the default size.
	*/
	bool showAt (int x, int y, int width, int height);

	/** A set of colour IDs to use to change the colour of various aspects of the box.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		titleTextColourId	  = 0x1000850, /**< The colour to use to draw the box's title. */
	};

	/** @internal */
	void buttonClicked (Button* button);
	/** @internal */
	void closeButtonPressed();
	/** @internal */
	void selectionChanged();
	/** @internal */
	void fileClicked (const File& file, const MouseEvent& e);
	/** @internal */
	void fileDoubleClicked (const File& file);

	juce_UseDebuggingNewOperator

private:
	class ContentComponent  : public Component
	{
	public:
		ContentComponent (const String& name, const String& instructions, FileBrowserComponent& chooserComponent);
		~ContentComponent();

		void paint (Graphics& g);
		void resized();

		String instructions;
		GlyphArrangement text;

		FileBrowserComponent& chooserComponent;
		TextButton okButton, cancelButton;
	};

	ContentComponent* content;
	const bool warnAboutOverwritingExistingFiles;

	FileChooserDialogBox (const FileChooserDialogBox&);
	FileChooserDialogBox& operator= (const FileChooserDialogBox&);
};

#endif   // __JUCE_FILECHOOSERDIALOGBOX_JUCEHEADER__
/*** End of inlined file: juce_FileChooserDialogBox.h ***/


#endif
#ifndef __JUCE_FILEFILTER_JUCEHEADER__

#endif
#ifndef __JUCE_FILELISTCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_FileListComponent.h ***/
#ifndef __JUCE_FILELISTCOMPONENT_JUCEHEADER__
#define __JUCE_FILELISTCOMPONENT_JUCEHEADER__

/**
	A component that displays the files in a directory as a listbox.

	This implements the DirectoryContentsDisplayComponent base class so that
	it can be used in a FileBrowserComponent.

	To attach a listener to it, use its DirectoryContentsDisplayComponent base
	class and the FileBrowserListener class.

	@see DirectoryContentsList, FileTreeComponent
*/
class JUCE_API  FileListComponent  : public ListBox,
									 public DirectoryContentsDisplayComponent,
									 private ListBoxModel,
									 private ChangeListener
{
public:

	/** Creates a listbox to show the contents of a specified directory.
	*/
	FileListComponent (DirectoryContentsList& listToShow);

	/** Destructor. */
	~FileListComponent();

	/** Returns the number of files the user has got selected.
		@see getSelectedFile
	*/
	int getNumSelectedFiles() const;

	/** Returns one of the files that the user has currently selected.
		The index should be in the range 0 to (getNumSelectedFiles() - 1).
		@see getNumSelectedFiles
	*/
	const File getSelectedFile (int index = 0) const;

	/** Deselects any files that are currently selected. */
	void deselectAllFiles();

	/** Scrolls to the top of the list. */
	void scrollToTop();

	/** @internal */
	void changeListenerCallback (void*);
	/** @internal */
	int getNumRows();
	/** @internal */
	void paintListBoxItem (int, Graphics&, int, int, bool);
	/** @internal */
	Component* refreshComponentForRow (int rowNumber, bool isRowSelected, Component* existingComponentToUpdate);
	/** @internal */
	void selectedRowsChanged (int lastRowSelected);
	/** @internal */
	void deleteKeyPressed (int currentSelectedRow);
	/** @internal */
	void returnKeyPressed (int currentSelectedRow);

	juce_UseDebuggingNewOperator

private:
	FileListComponent (const FileListComponent&);
	FileListComponent& operator= (const FileListComponent&);

	File lastDirectory;
};

#endif   // __JUCE_FILELISTCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_FileListComponent.h ***/


#endif
#ifndef __JUCE_FILENAMECOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_FilenameComponent.h ***/
#ifndef __JUCE_FILENAMECOMPONENT_JUCEHEADER__
#define __JUCE_FILENAMECOMPONENT_JUCEHEADER__

class FilenameComponent;

/**
	Listens for events happening to a FilenameComponent.

	Use FilenameComponent::addListener() and FilenameComponent::removeListener() to
	register one of these objects for event callbacks when the filename is changed.

	@see FilenameComponent
*/
class JUCE_API  FilenameComponentListener
{
public:
	/** Destructor. */
	virtual ~FilenameComponentListener() {}

	/** This method is called after the FilenameComponent's file has been changed. */
	virtual void filenameComponentChanged (FilenameComponent* fileComponentThatHasChanged) = 0;
};

/**
	Shows a filename as an editable text box, with a 'browse' button and a
	drop-down list for recently selected files.

	A handy component for dialogue boxes where you want the user to be able to
	select a file or directory.

	Attach an FilenameComponentListener using the addListener() method, and it will
	get called each time the user changes the filename, either by browsing for a file
	and clicking 'ok', or by typing a new filename into the box and pressing return.

	@see FileChooser, ComboBox
*/
class JUCE_API  FilenameComponent  : public Component,
									 public SettableTooltipClient,
									 public FileDragAndDropTarget,
									 private AsyncUpdater,
									 private ButtonListener,  // (can't use Button::Listener due to idiotic VC2005 bug)
									 private ComboBoxListener
{
public:

	/** Creates a FilenameComponent.

		@param name		 the name for this component.
		@param currentFile	  the file to initially show in the box
		@param canEditFilename  if true, the user can manually edit the filename; if false,
								they can only change it by browsing for a new file
		@param isDirectory	  if true, the file will be treated as a directory, and
								an appropriate directory browser used
		@param isForSaving	  if true, the file browser will allow non-existent files to
								be picked, as the file is assumed to be used for saving rather
								than loading
		@param fileBrowserWildcard  a wildcard pattern to use in the file browser - e.g. "*.txt;*.foo".
								If an empty string is passed in, then the pattern is assumed to be "*"
		@param enforcedSuffix   if this is non-empty, it is treated as a suffix that will be added
								to any filenames that are entered or chosen
		@param textWhenNothingSelected  the message to display in the box before any filename is entered. (This
								will only appear if the initial file isn't valid)
	*/
	FilenameComponent (const String& name,
					   const File& currentFile,
					   bool canEditFilename,
					   bool isDirectory,
					   bool isForSaving,
					   const String& fileBrowserWildcard,
					   const String& enforcedSuffix,
					   const String& textWhenNothingSelected);

	/** Destructor. */
	~FilenameComponent();

	/** Returns the currently displayed filename. */
	const File getCurrentFile() const;

	/** Changes the current filename.

		If addToRecentlyUsedList is true, the filename will also be added to the
		drop-down list of recent files.

		If sendChangeNotification is false, then the listeners won't be told of the
		change.
	*/
	void setCurrentFile (File newFile,
						 bool addToRecentlyUsedList,
						 bool sendChangeNotification = true);

	/** Changes whether the use can type into the filename box.
	*/
	void setFilenameIsEditable (bool shouldBeEditable);

	/** Sets a file or directory to be the default starting point for the browser to show.

		This is only used if the current file hasn't been set.
	*/
	void setDefaultBrowseTarget (const File& newDefaultDirectory);

	/** Returns all the entries on the recent files list.

		This can be used in conjunction with setRecentlyUsedFilenames() for saving the
		state of this list.

		@see setRecentlyUsedFilenames
	*/
	const StringArray getRecentlyUsedFilenames() const;

	/** Sets all the entries on the recent files list.

		This can be used in conjunction with getRecentlyUsedFilenames() for saving the
		state of this list.

		@see getRecentlyUsedFilenames, addRecentlyUsedFile
	*/
	void setRecentlyUsedFilenames (const StringArray& filenames);

	/** Adds an entry to the recently-used files dropdown list.

		If the file is already in the list, it will be moved to the top. A limit
		is also placed on the number of items that are kept in the list.

		@see getRecentlyUsedFilenames, setRecentlyUsedFilenames, setMaxNumberOfRecentFiles
	*/
	void addRecentlyUsedFile (const File& file);

	/** Changes the limit for the number of files that will be stored in the recent-file list.
	*/
	void setMaxNumberOfRecentFiles (int newMaximum);

	/** Changes the text shown on the 'browse' button.

		By default this button just says "..." but you can change it. The button itself
		can be changed using the look-and-feel classes, so it might not actually have any
		text on it.
	*/
	void setBrowseButtonText (const String& browseButtonText);

	/** Adds a listener that will be called when the selected file is changed. */
	void addListener (FilenameComponentListener* listener);

	/** Removes a previously-registered listener. */
	void removeListener (FilenameComponentListener* listener);

	/** Gives the component a tooltip. */
	void setTooltip (const String& newTooltip);

	/** @internal */
	void paintOverChildren (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	bool isInterestedInFileDrag (const StringArray& files);
	/** @internal */
	void filesDropped (const StringArray& files, int, int);
	/** @internal */
	void fileDragEnter (const StringArray& files, int, int);
	/** @internal */
	void fileDragExit (const StringArray& files);

	juce_UseDebuggingNewOperator

private:

	ComboBox filenameBox;
	String lastFilename;
	ScopedPointer<Button> browseButton;
	int maxRecentFiles;
	bool isDir, isSaving, isFileDragOver;
	String wildcard, enforcedSuffix, browseButtonText;
	ListenerList <FilenameComponentListener> listeners;
	File defaultBrowseFile;

	void comboBoxChanged (ComboBox*);
	void buttonClicked (Button* button);
	void handleAsyncUpdate();

	FilenameComponent (const FilenameComponent&);
	FilenameComponent& operator= (const FilenameComponent&);
};

#endif   // __JUCE_FILENAMECOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_FilenameComponent.h ***/


#endif
#ifndef __JUCE_FILEPREVIEWCOMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_FILESEARCHPATHLISTCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_FileSearchPathListComponent.h ***/
#ifndef __JUCE_FILESEARCHPATHLISTCOMPONENT_JUCEHEADER__
#define __JUCE_FILESEARCHPATHLISTCOMPONENT_JUCEHEADER__

/**
	Shows a set of file paths in a list, allowing them to be added, removed or
	re-ordered.

	@see FileSearchPath
*/
class JUCE_API  FileSearchPathListComponent  : public Component,
											   public SettableTooltipClient,
											   public FileDragAndDropTarget,
											   private ButtonListener,  // (can't use Button::Listener due to idiotic VC2005 bug)
											   private ListBoxModel
{
public:

	/** Creates an empty FileSearchPathListComponent. */
	FileSearchPathListComponent();

	/** Destructor. */
	~FileSearchPathListComponent();

	/** Returns the path as it is currently shown. */
	const FileSearchPath& getPath() const throw()		   { return path; }

	/** Changes the current path. */
	void setPath (const FileSearchPath& newPath);

	/** Sets a file or directory to be the default starting point for the browser to show.

		This is only used if the current file hasn't been set.
	*/
	void setDefaultBrowseTarget (const File& newDefaultDirectory);

	/** A set of colour IDs to use to change the colour of various aspects of the label.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1004100, /**< The background colour to fill the component with.
												  Make this transparent if you don't want the background to be filled. */
	};

	/** @internal */
	int getNumRows();
	/** @internal */
	void paintListBoxItem (int rowNumber, Graphics& g, int width, int height, bool rowIsSelected);
	/** @internal */
	void deleteKeyPressed (int lastRowSelected);
	/** @internal */
	void returnKeyPressed (int lastRowSelected);
	/** @internal */
	void listBoxItemDoubleClicked (int row, const MouseEvent&);
	/** @internal */
	void selectedRowsChanged (int lastRowSelected);
	/** @internal */
	void resized();
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	bool isInterestedInFileDrag (const StringArray& files);
	/** @internal */
	void filesDropped (const StringArray& files, int, int);
	/** @internal */
	void buttonClicked (Button* button);

	juce_UseDebuggingNewOperator

private:

	FileSearchPath path;
	File defaultBrowseTarget;

	ListBox listBox;
	TextButton addButton, removeButton, changeButton;
	DrawableButton upButton, downButton;

	void changed();
	void updateButtons();

	FileSearchPathListComponent (const FileSearchPathListComponent&);
	FileSearchPathListComponent& operator= (const FileSearchPathListComponent&);
};

#endif   // __JUCE_FILESEARCHPATHLISTCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_FileSearchPathListComponent.h ***/


#endif
#ifndef __JUCE_FILETREECOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_FileTreeComponent.h ***/
#ifndef __JUCE_FILETREECOMPONENT_JUCEHEADER__
#define __JUCE_FILETREECOMPONENT_JUCEHEADER__

/**
	A component that displays the files in a directory as a treeview.

	This implements the DirectoryContentsDisplayComponent base class so that
	it can be used in a FileBrowserComponent.

	To attach a listener to it, use its DirectoryContentsDisplayComponent base
	class and the FileBrowserListener class.

	@see DirectoryContentsList, FileListComponent
*/
class JUCE_API  FileTreeComponent  : public TreeView,
									 public DirectoryContentsDisplayComponent
{
public:

	/** Creates a listbox to show the contents of a specified directory.
	*/
	FileTreeComponent (DirectoryContentsList& listToShow);

	/** Destructor. */
	~FileTreeComponent();

	/** Returns the number of files the user has got selected.
		@see getSelectedFile
	*/
	int getNumSelectedFiles() const		 { return TreeView::getNumSelectedItems(); }

	/** Returns one of the files that the user has currently selected.
		The index should be in the range 0 to (getNumSelectedFiles() - 1).
		@see getNumSelectedFiles
	*/
	const File getSelectedFile (int index = 0) const;

	/** Deselects any files that are currently selected. */
	void deselectAllFiles();

	/** Scrolls the list to the top. */
	void scrollToTop();

	/** Setting a name for this allows tree items to be dragged.

		The string that you pass in here will be returned by the getDragSourceDescription()
		of the items in the tree. For more info, see TreeViewItem::getDragSourceDescription().
	*/
	void setDragAndDropDescription (const String& description);

	/** Returns the last value that was set by setDragAndDropDescription().
	*/
	const String& getDragAndDropDescription() const throw()	  { return dragAndDropDescription; }

	juce_UseDebuggingNewOperator

private:
	String dragAndDropDescription;

	FileTreeComponent (const FileTreeComponent&);
	FileTreeComponent& operator= (const FileTreeComponent&);
};

#endif   // __JUCE_FILETREECOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_FileTreeComponent.h ***/


#endif
#ifndef __JUCE_IMAGEPREVIEWCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_ImagePreviewComponent.h ***/
#ifndef __JUCE_IMAGEPREVIEWCOMPONENT_JUCEHEADER__
#define __JUCE_IMAGEPREVIEWCOMPONENT_JUCEHEADER__

/**
	A simple preview component that shows thumbnails of image files.

	@see FileChooserDialogBox, FilePreviewComponent
*/
class JUCE_API  ImagePreviewComponent  : public FilePreviewComponent,
										 private Timer
{
public:

	/** Creates an ImagePreviewComponent. */
	ImagePreviewComponent();

	/** Destructor. */
	~ImagePreviewComponent();

	/** @internal */
	void selectedFileChanged (const File& newSelectedFile);
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void timerCallback();

	juce_UseDebuggingNewOperator

private:
	File fileToLoad;
	Image currentThumbnail;
	String currentDetails;

	void getThumbSize (int& w, int& h) const;

	ImagePreviewComponent (const ImagePreviewComponent&);
	ImagePreviewComponent& operator= (const ImagePreviewComponent&);
};

#endif   // __JUCE_IMAGEPREVIEWCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_ImagePreviewComponent.h ***/


#endif
#ifndef __JUCE_WILDCARDFILEFILTER_JUCEHEADER__

/*** Start of inlined file: juce_WildcardFileFilter.h ***/
#ifndef __JUCE_WILDCARDFILEFILTER_JUCEHEADER__
#define __JUCE_WILDCARDFILEFILTER_JUCEHEADER__

/**
	A type of FileFilter that works by wildcard pattern matching.

	This filter only allows files that match one of the specified patterns, but
	allows all directories through.

	@see FileFilter, DirectoryContentsList, FileListComponent, FileBrowserComponent
*/
class JUCE_API  WildcardFileFilter  : public FileFilter
{
public:

	/**
		Creates a wildcard filter for one or more patterns.

		The wildcardPatterns parameter is a comma or semicolon-delimited set of
		patterns, e.g. "*.wav;*.aiff" would look for files ending in either .wav
		or .aiff.

		The description is a name to show the user in a list of possible patterns, so
		for the wav/aiff example, your description might be "audio files".
	*/
	WildcardFileFilter (const String& fileWildcardPatterns,
						const String& directoryWildcardPatterns,
						const String& description);

	/** Destructor. */
	~WildcardFileFilter();

	/** Returns true if the filename matches one of the patterns specified. */
	bool isFileSuitable (const File& file) const;

	/** This always returns true. */
	bool isDirectorySuitable (const File& file) const;

	juce_UseDebuggingNewOperator

private:
	StringArray fileWildcards, directoryWildcards;

	static void parse (const String& pattern, StringArray& result);
	static bool match (const File& file, const StringArray& wildcards);
};

#endif   // __JUCE_WILDCARDFILEFILTER_JUCEHEADER__
/*** End of inlined file: juce_WildcardFileFilter.h ***/


#endif
#ifndef __JUCE_COMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_COMPONENTLISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_DESKTOP_JUCEHEADER__

#endif
#ifndef __JUCE_MODALCOMPONENTMANAGER_JUCEHEADER__

#endif
#ifndef __JUCE_KEYBOARDFOCUSTRAVERSER_JUCEHEADER__

#endif
#ifndef __JUCE_KEYLISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_KEYMAPPINGEDITORCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_KeyMappingEditorComponent.h ***/
#ifndef __JUCE_KEYMAPPINGEDITORCOMPONENT_JUCEHEADER__
#define __JUCE_KEYMAPPINGEDITORCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_KeyPressMappingSet.h ***/
#ifndef __JUCE_KEYPRESSMAPPINGSET_JUCEHEADER__
#define __JUCE_KEYPRESSMAPPINGSET_JUCEHEADER__

/**
	Manages and edits a list of keypresses, which it uses to invoke the appropriate
	command in a ApplicationCommandManager.

	Normally, you won't actually create a KeyPressMappingSet directly, because
	each ApplicationCommandManager contains its own KeyPressMappingSet, so typically
	you'd create yourself an ApplicationCommandManager, and call its
	ApplicationCommandManager::getKeyMappings() method to get a pointer to its
	KeyPressMappingSet.

	For one of these to actually use keypresses, you'll need to add it as a KeyListener
	to the top-level component for which you want to handle keystrokes. So for example:

	@code
	class MyMainWindow  : public Component
	{
		ApplicationCommandManager* myCommandManager;

	public:
		MyMainWindow()
		{
			myCommandManager = new ApplicationCommandManager();

			// first, make sure the command manager has registered all the commands that its
			// targets can perform..
			myCommandManager->registerAllCommandsForTarget (myCommandTarget1);
			myCommandManager->registerAllCommandsForTarget (myCommandTarget2);

			// this will use the command manager to initialise the KeyPressMappingSet with
			// the default keypresses that were specified when the targets added their commands
			// to the manager.
			myCommandManager->getKeyMappings()->resetToDefaultMappings();

			// having set up the default key-mappings, you might now want to load the last set
			// of mappings that the user configured.
			myCommandManager->getKeyMappings()->restoreFromXml (lastSavedKeyMappingsXML);

			// Now tell our top-level window to send any keypresses that arrive to the
			// KeyPressMappingSet, which will use them to invoke the appropriate commands.
			addKeyListener (myCommandManager->getKeyMappings());
		}

		...
	}
	@endcode

	KeyPressMappingSet derives from ChangeBroadcaster so that interested parties can
	register to be told when a command or mapping is added, removed, etc.

	There's also a UI component called KeyMappingEditorComponent that can be used
	to easily edit the key mappings.

	@see Component::addKeyListener(), KeyMappingEditorComponent, ApplicationCommandManager
*/
class JUCE_API  KeyPressMappingSet  : public KeyListener,
									  public ChangeBroadcaster,
									  public FocusChangeListener
{
public:

	/** Creates a KeyPressMappingSet for a given command manager.

		Normally, you won't actually create a KeyPressMappingSet directly, because
		each ApplicationCommandManager contains its own KeyPressMappingSet, so the
		best thing to do is to create your ApplicationCommandManager, and use the
		ApplicationCommandManager::getKeyMappings() method to access its mappings.

		When a suitable keypress happens, the manager's invoke() method will be
		used to invoke the appropriate command.

		@see ApplicationCommandManager
	*/
	explicit KeyPressMappingSet (ApplicationCommandManager* commandManager);

	/** Creates an copy of a KeyPressMappingSet. */
	KeyPressMappingSet (const KeyPressMappingSet& other);

	/** Destructor. */
	~KeyPressMappingSet();

	ApplicationCommandManager* getCommandManager() const throw()	{ return commandManager; }

	/** Returns a list of keypresses that are assigned to a particular command.

		@param commandID	the command's ID
	*/
	const Array <KeyPress> getKeyPressesAssignedToCommand (CommandID commandID) const;

	/** Assigns a keypress to a command.

		If the keypress is already assigned to a different command, it will first be
		removed from that command, to avoid it triggering multiple functions.

		@param commandID	the ID of the command that you want to add a keypress to. If
							this is 0, the keypress will be removed from anything that it
							was previously assigned to, but not re-assigned
		@param newKeyPress  the new key-press
		@param insertIndex  if this is less than zero, the key will be appended to the
							end of the list of keypresses; otherwise the new keypress will
							be inserted into the existing list at this index
	*/
	void addKeyPress (CommandID commandID,
					  const KeyPress& newKeyPress,
					  int insertIndex = -1);

	/** Reset all mappings to the defaults, as dictated by the ApplicationCommandManager.

		@see resetToDefaultMapping
	*/
	void resetToDefaultMappings();

	/** Resets all key-mappings to the defaults for a particular command.

		@see resetToDefaultMappings
	*/
	void resetToDefaultMapping (CommandID commandID);

	/** Removes all keypresses that are assigned to any commands. */
	void clearAllKeyPresses();

	/** Removes all keypresses that are assigned to a particular command. */
	void clearAllKeyPresses (CommandID commandID);

	/** Removes one of the keypresses that are assigned to a command.

		See the getKeyPressesAssignedToCommand() for the list of keypresses to
		which the keyPressIndex refers.
	*/
	void removeKeyPress (CommandID commandID, int keyPressIndex);

	/** Removes a keypress from any command that it may be assigned to.
	*/
	void removeKeyPress (const KeyPress& keypress);

	/** Returns true if the given command is linked to this key. */
	bool containsMapping (CommandID commandID, const KeyPress& keyPress) const throw();

	/** Looks for a command that corresponds to a keypress.

		@returns the UID of the command or 0 if none was found
	*/
	CommandID findCommandForKeyPress (const KeyPress& keyPress) const throw();

	/** Tries to recreate the mappings from a previously stored state.

		The XML passed in must have been created by the createXml() method.

		If the stored state makes any reference to commands that aren't
		currently available, these will be ignored.

		If the set of mappings being loaded was a set of differences (using createXml (true)),
		then this will call resetToDefaultMappings() and then merge the saved mappings
		on top. If the saved set was created with createXml (false), then this method
		will first clear all existing mappings and load the saved ones as a complete set.

		@returns true if it manages to load the XML correctly
		@see createXml
	*/
	bool restoreFromXml (const XmlElement& xmlVersion);

	/** Creates an XML representation of the current mappings.

		This will produce a lump of XML that can be later reloaded using
		restoreFromXml() to recreate the current mapping state.

		The object that is returned must be deleted by the caller.

		@param saveDifferencesFromDefaultSet	if this is false, then all keypresses
							will be saved into the XML. If it's true, then the XML will
							only store the differences between the current mappings and
							the default mappings you'd get from calling resetToDefaultMappings().
							The advantage of saving a set of differences from the default is that
							if you change the default mappings (in a new version of your app, for
							example), then these will be merged into a user's saved preferences.

		@see restoreFromXml
	*/
	XmlElement* createXml (bool saveDifferencesFromDefaultSet) const;

	/** @internal */
	bool keyPressed (const KeyPress& key, Component* originatingComponent);
	/** @internal */
	bool keyStateChanged (bool isKeyDown, Component* originatingComponent);
	/** @internal */
	void globalFocusChanged (Component* focusedComponent);

	juce_UseDebuggingNewOperator

private:

	ApplicationCommandManager* commandManager;

	struct CommandMapping
	{
		CommandID commandID;
		Array <KeyPress> keypresses;
		bool wantsKeyUpDownCallbacks;
	};

	OwnedArray <CommandMapping> mappings;

	struct KeyPressTime
	{
		KeyPress key;
		uint32 timeWhenPressed;
	};

	OwnedArray <KeyPressTime> keysDown;

	void handleMessage (const Message& message);

	void invokeCommand (const CommandID commandID,
						const KeyPress& keyPress,
						const bool isKeyDown,
						const int millisecsSinceKeyPressed,
						Component* const originatingComponent) const;

	KeyPressMappingSet& operator= (const KeyPressMappingSet&);
};

#endif   // __JUCE_KEYPRESSMAPPINGSET_JUCEHEADER__
/*** End of inlined file: juce_KeyPressMappingSet.h ***/

/**
	A component to allow editing of the keymaps stored by a KeyPressMappingSet
	object.

	@see KeyPressMappingSet
*/
class JUCE_API  KeyMappingEditorComponent  : public Component
{
public:

	/** Creates a KeyMappingEditorComponent.

		@param mappingSet   this is the set of mappings to display and edit. Make sure the
							mappings object is not deleted before this component!
		@param showResetToDefaultButton	 if true, then at the bottom of the list, the
											component will include a 'reset to defaults' button.
	*/
	KeyMappingEditorComponent (KeyPressMappingSet& mappingSet,
							   bool showResetToDefaultButton);

	/** Destructor. */
	virtual ~KeyMappingEditorComponent();

	/** Sets up the colours to use for parts of the component.

		@param mainBackground	   colour to use for most of the background
		@param textColour	   colour to use for the text
	*/
	void setColours (const Colour& mainBackground,
					 const Colour& textColour);

	/** Returns the KeyPressMappingSet that this component is acting upon. */
	KeyPressMappingSet& getMappings() const throw()		 { return mappings; }

	/** Can be overridden if some commands need to be excluded from the list.

		By default this will use the KeyPressMappingSet's shouldCommandBeVisibleInEditor()
		method to decide what to return, but you can override it to handle special cases.
	*/
	virtual bool shouldCommandBeIncluded (CommandID commandID);

	/** Can be overridden to indicate that some commands are shown as read-only.

		By default this will use the KeyPressMappingSet's shouldCommandBeReadOnlyInEditor()
		method to decide what to return, but you can override it to handle special cases.
	*/
	virtual bool isCommandReadOnly (CommandID commandID);

	/** This can be overridden to let you change the format of the string used
		to describe a keypress.

		This is handy if you're using non-standard KeyPress objects, e.g. for custom
		keys that are triggered by something else externally. If you override the
		method, be sure to let the base class's method handle keys you're not
		interested in.
	*/
	virtual const String getDescriptionForKeyPress (const KeyPress& key);

	/** A set of colour IDs to use to change the colour of various aspects of the editor.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		To change the colours of the menu that pops up

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId  = 0x100ad00,	/**< The background colour to fill the editor background. */
		textColourId	= 0x100ad01,	/**< The colour for the text. */
	};

	/** @internal */
	void parentHierarchyChanged();
	/** @internal */
	void resized();

	juce_UseDebuggingNewOperator

private:

	KeyPressMappingSet& mappings;
	TreeView tree;
	TextButton resetButton;

	class TopLevelItem;
	class ChangeKeyButton;
	class MappingItem;
	class CategoryItem;
	class ItemComponent;
	friend class TopLevelItem;
	friend class OwnedArray <ChangeKeyButton>;
	friend class ScopedPointer<TopLevelItem>;
	ScopedPointer<TopLevelItem> treeItem;

	KeyMappingEditorComponent (const KeyMappingEditorComponent&);
	KeyMappingEditorComponent& operator= (const KeyMappingEditorComponent&);
};

#endif   // __JUCE_KEYMAPPINGEDITORCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_KeyMappingEditorComponent.h ***/


#endif
#ifndef __JUCE_KEYPRESS_JUCEHEADER__

#endif
#ifndef __JUCE_KEYPRESSMAPPINGSET_JUCEHEADER__

#endif
#ifndef __JUCE_MODIFIERKEYS_JUCEHEADER__

#endif
#ifndef __JUCE_TEXTINPUTTARGET_JUCEHEADER__

#endif
#ifndef __JUCE_COMPONENTANIMATOR_JUCEHEADER__

#endif
#ifndef __JUCE_COMPONENTBOUNDSCONSTRAINER_JUCEHEADER__

#endif
#ifndef __JUCE_COMPONENTMOVEMENTWATCHER_JUCEHEADER__

/*** Start of inlined file: juce_ComponentMovementWatcher.h ***/
#ifndef __JUCE_COMPONENTMOVEMENTWATCHER_JUCEHEADER__
#define __JUCE_COMPONENTMOVEMENTWATCHER_JUCEHEADER__

/** An object that watches for any movement of a component or any of its parent components.

	This makes it easy to check when a component is moved relative to its top-level
	peer window. The normal Component::moved() method is only called when a component
	moves relative to its immediate parent, and sometimes you want to know if any of
	components higher up the tree have moved (which of course will affect the overall
	position of all their sub-components).

	It also includes a callback that lets you know when the top-level peer is changed.

	This class is used by specialised components like OpenGLComponent or QuickTimeComponent
	because they need to keep their custom windows in the right place and respond to
	changes in the peer.
*/
class JUCE_API  ComponentMovementWatcher	: public ComponentListener
{
public:

	/** Creates a ComponentMovementWatcher to watch a given target component. */
	ComponentMovementWatcher (Component* component);

	/** Destructor. */
	~ComponentMovementWatcher();

	/** This callback happens when the component that is being watched is moved
		relative to its top-level peer window, or when it is resized.
	*/
	virtual void componentMovedOrResized (bool wasMoved, bool wasResized) = 0;

	/** This callback happens when the component's top-level peer is changed.
	*/
	virtual void componentPeerChanged() = 0;

	juce_UseDebuggingNewOperator

	/** @internal */
	void componentParentHierarchyChanged (Component& component);
	/** @internal */
	void componentMovedOrResized (Component& component, bool wasMoved, bool wasResized);

private:

	Component::SafePointer<Component> component;
	ComponentPeer* lastPeer;
	Array <Component*> registeredParentComps;
	bool reentrant;
	Rectangle<int> lastBounds;

	void unregister();
	void registerWithParentComps();

	ComponentMovementWatcher (const ComponentMovementWatcher&);
	ComponentMovementWatcher& operator= (const ComponentMovementWatcher&);
};

#endif   // __JUCE_COMPONENTMOVEMENTWATCHER_JUCEHEADER__
/*** End of inlined file: juce_ComponentMovementWatcher.h ***/


#endif
#ifndef __JUCE_GROUPCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_GroupComponent.h ***/
#ifndef __JUCE_GROUPCOMPONENT_JUCEHEADER__
#define __JUCE_GROUPCOMPONENT_JUCEHEADER__

/**
	A component that draws an outline around itself and has an optional title at
	the top, for drawing an outline around a group of controls.

*/
class JUCE_API  GroupComponent	: public Component
{
public:

	/** Creates a GroupComponent.

		@param componentName	the name to give the component
		@param labelText	the text to show at the top of the outline
	*/
	GroupComponent (const String& componentName = String::empty,
					const String& labelText = String::empty);

	/** Destructor. */
	~GroupComponent();

	/** Changes the text that's shown at the top of the component. */
	void setText (const String& newText);

	/** Returns the currently displayed text label. */
	const String getText() const;

	/** Sets the positioning of the text label.

		(The default is Justification::left)

		@see getTextLabelPosition
	*/
	void setTextLabelPosition (const Justification& justification);

	/** Returns the current text label position.

		@see setTextLabelPosition
	*/
	const Justification getTextLabelPosition() const throw()		{ return justification; }

	/** A set of colour IDs to use to change the colour of various aspects of the component.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		outlineColourId	 = 0x1005400,	/**< The colour to use for drawing the line around the edge. */
		textColourId	= 0x1005410	 /**< The colour to use to draw the text label. */
	};

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void enablementChanged();
	/** @internal */
	void colourChanged();

private:
	String text;
	Justification justification;

	GroupComponent (const GroupComponent&);
	GroupComponent& operator= (const GroupComponent&);
};

#endif   // __JUCE_GROUPCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_GroupComponent.h ***/


#endif
#ifndef __JUCE_MULTIDOCUMENTPANEL_JUCEHEADER__

/*** Start of inlined file: juce_MultiDocumentPanel.h ***/
#ifndef __JUCE_MULTIDOCUMENTPANEL_JUCEHEADER__
#define __JUCE_MULTIDOCUMENTPANEL_JUCEHEADER__


/*** Start of inlined file: juce_TabbedComponent.h ***/
#ifndef __JUCE_TABBEDCOMPONENT_JUCEHEADER__
#define __JUCE_TABBEDCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_TabbedButtonBar.h ***/
#ifndef __JUCE_TABBEDBUTTONBAR_JUCEHEADER__
#define __JUCE_TABBEDBUTTONBAR_JUCEHEADER__

class TabbedButtonBar;

/** In a TabbedButtonBar, this component is used for each of the buttons.

	If you want to create a TabbedButtonBar with custom tab components, derive
	your component from this class, and override the TabbedButtonBar::createTabButton()
	method to create it instead of the default one.

	@see TabbedButtonBar
*/
class JUCE_API  TabBarButton  : public Button
{
public:

	/** Creates the tab button. */
	TabBarButton (const String& name,
				  TabbedButtonBar* ownerBar,
				  int tabIndex);

	/** Destructor. */
	~TabBarButton();

	/** Chooses the best length for the tab, given the specified depth.

		If the tab is horizontal, this should return its width, and the depth
		specifies its height. If it's vertical, it should return the height, and
		the depth is actually its width.
	*/
	virtual int getBestTabLength (int depth);

	void paintButton (Graphics& g, bool isMouseOverButton, bool isButtonDown);
	void clicked (const ModifierKeys& mods);
	bool hitTest (int x, int y);

	juce_UseDebuggingNewOperator

protected:
	friend class TabbedButtonBar;
	TabbedButtonBar* const owner;
	int tabIndex, overlapPixels;
	DropShadowEffect shadow;

	/** Returns an area of the component that's safe to draw in.

		This deals with the orientation of the tabs, which affects which side is
		touching the tabbed box's content component.
	*/
	void getActiveArea (int& x, int& y, int& w, int& h);

private:
	TabBarButton (const TabBarButton&);
	TabBarButton& operator= (const TabBarButton&);
};

/**
	A vertical or horizontal bar containing tabs that you can select.

	You can use one of these to generate things like a dialog box that has
	tabbed pages you can flip between. Attach a ChangeListener to the
	button bar to be told when the user changes the page.

	An easier method than doing this is to use a TabbedComponent, which
	contains its own TabbedButtonBar and which takes care of the layout
	and other housekeeping.

	@see TabbedComponent
*/
class JUCE_API  TabbedButtonBar  : public Component,
								   public ChangeBroadcaster,
								   public ButtonListener // (can't use Button::Listener due to idiotic VC2005 bug)
{
public:

	/** The placement of the tab-bar

		@see setOrientation, getOrientation
	*/
	enum Orientation
	{
		TabsAtTop,
		TabsAtBottom,
		TabsAtLeft,
		TabsAtRight
	};

	/** Creates a TabbedButtonBar with a given placement.

		You can change the orientation later if you need to.
	*/
	TabbedButtonBar (Orientation orientation);

	/** Destructor. */
	~TabbedButtonBar();

	/** Changes the bar's orientation.

		This won't change the bar's actual size - you'll need to do that yourself,
		but this determines which direction the tabs go in, and which side they're
		stuck to.
	*/
	void setOrientation (Orientation orientation);

	/** Returns the current orientation.

		@see setOrientation
	*/
	Orientation getOrientation() const throw()			  { return orientation; }

	/** Changes the minimum scale factor to which the tabs can be compressed when trying to
		fit a lot of tabs on-screen.
	*/
	void setMinimumTabScaleFactor (double newMinimumScale);

	/** Deletes all the tabs from the bar.

		@see addTab
	*/
	void clearTabs();

	/** Adds a tab to the bar.

		Tabs are added in left-to-right reading order.

		If this is the first tab added, it'll also be automatically selected.
	*/
	void addTab (const String& tabName,
				 const Colour& tabBackgroundColour,
				 int insertIndex = -1);

	/** Changes the name of one of the tabs. */
	void setTabName (int tabIndex,
					 const String& newName);

	/** Gets rid of one of the tabs. */
	void removeTab (int tabIndex);

	/** Moves a tab to a new index in the list.

		Pass -1 as the index to move it to the end of the list.
	*/
	void moveTab (int currentIndex, int newIndex);

	/** Returns the number of tabs in the bar. */
	int getNumTabs() const;

	/** Returns a list of all the tab names in the bar. */
	const StringArray getTabNames() const;

	/** Changes the currently selected tab.

		This will send a change message and cause a synchronous callback to
		the currentTabChanged() method. (But if the given tab is already selected,
		nothing will be done).

		To deselect all the tabs, use an index of -1.
	*/
	void setCurrentTabIndex (int newTabIndex, bool sendChangeMessage = true);

	/** Returns the name of the currently selected tab.

		This could be an empty string if none are selected.
	*/
	const String& getCurrentTabName() const throw()			 { return tabs [currentTabIndex]; }

	/** Returns the index of the currently selected tab.

		This could return -1 if none are selected.
	*/
	int getCurrentTabIndex() const throw()				  { return currentTabIndex; }

	/** Returns the button for a specific tab.

		The button that is returned may be deleted later by this component, so don't hang
		on to the pointer that is returned. A null pointer may be returned if the index is
		out of range.
	*/
	TabBarButton* getTabButton (int index) const;

	/** Callback method to indicate the selected tab has been changed.

		@see setCurrentTabIndex
	*/
	virtual void currentTabChanged (int newCurrentTabIndex,
									const String& newCurrentTabName);

	/** Callback method to indicate that the user has right-clicked on a tab.

		(Or ctrl-clicked on the Mac)
	*/
	virtual void popupMenuClickOnTab (int tabIndex, const String& tabName);

	/** Returns the colour of a tab.

		This is the colour that was specified in addTab().
	*/
	const Colour getTabBackgroundColour (int tabIndex);

	/** Changes the background colour of a tab.

		@see addTab, getTabBackgroundColour
	*/
	void setTabBackgroundColour (int tabIndex, const Colour& newColour);

	/** A set of colour IDs to use to change the colour of various aspects of the component.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		tabOutlineColourId		  = 0x1005812,	/**< The colour to use to draw an outline around the tabs.  */
		tabTextColourId		 = 0x1005813,	/**< The colour to use to draw the tab names. If this isn't specified,
															 the look and feel will choose an appropriate colour. */
		frontOutlineColourId		= 0x1005814,	/**< The colour to use to draw an outline around the currently-selected tab.  */
		frontTextColourId		   = 0x1005815,	/**< The colour to use to draw the currently-selected tab name. If
															 this isn't specified, the look and feel will choose an appropriate
															 colour. */
	};

	/** @internal */
	void resized();
	/** @internal */
	void buttonClicked (Button* button);
	/** @internal */
	void lookAndFeelChanged();

	juce_UseDebuggingNewOperator

protected:

	/** This creates one of the tabs.

		If you need to use custom tab components, you can override this method and
		return your own class instead of the default.
	*/
	virtual TabBarButton* createTabButton (const String& tabName, int tabIndex);

private:
	Orientation orientation;

	StringArray tabs;
	Array <Colour> tabColours;
	double minimumScale;
	int currentTabIndex;
	Component* behindFrontTab;
	ScopedPointer<Button> extraTabsButton;

	TabbedButtonBar (const TabbedButtonBar&);
	TabbedButtonBar& operator= (const TabbedButtonBar&);
};

#endif   // __JUCE_TABBEDBUTTONBAR_JUCEHEADER__
/*** End of inlined file: juce_TabbedButtonBar.h ***/

/**
	A component with a TabbedButtonBar along one of its sides.

	This makes it easy to create a set of tabbed pages, just add a bunch of tabs
	with addTab(), and this will take care of showing the pages for you when the
	user clicks on a different tab.

	@see TabbedButtonBar
*/
class JUCE_API  TabbedComponent  : public Component
{
public:

	/** Creates a TabbedComponent, specifying where the tabs should be placed.

		Once created, add some tabs with the addTab() method.
	*/
	explicit TabbedComponent (TabbedButtonBar::Orientation orientation);

	/** Destructor. */
	~TabbedComponent();

	/** Changes the placement of the tabs.

		This will rearrange the layout to place the tabs along the appropriate
		side of this component, and will shift the content component accordingly.

		@see TabbedButtonBar::setOrientation
	*/
	void setOrientation (TabbedButtonBar::Orientation orientation);

	/** Returns the current tab placement.

		@see setOrientation, TabbedButtonBar::getOrientation
	*/
	TabbedButtonBar::Orientation getOrientation() const throw();

	/** Specifies how many pixels wide or high the tab-bar should be.

		If the tabs are placed along the top or bottom, this specified the height
		of the bar; if they're along the left or right edges, it'll be the width
		of the bar.
	*/
	void setTabBarDepth (int newDepth);

	/** Returns the current thickness of the tab bar.

		@see setTabBarDepth
	*/
	int getTabBarDepth() const throw()			  { return tabDepth; }

	/** Specifies the thickness of an outline that should be drawn around the content component.

		If this thickness is > 0, a line will be drawn around the three sides of the content
		component which don't touch the tab-bar, and the content component will be inset by this amount.

		To set the colour of the line, use setColour (outlineColourId, ...).
	*/
	void setOutline (int newThickness);

	/** Specifies a gap to leave around the edge of the content component.

		Each edge of the content component will be indented by the given number of pixels.
	*/
	void setIndent (int indentThickness);

	/** Removes all the tabs from the bar.

		@see TabbedButtonBar::clearTabs
	*/
	void clearTabs();

	/** Adds a tab to the tab-bar.

		The component passed in will be shown for the tab, and if deleteComponentWhenNotNeeded
		is true, it will be deleted when the tab is removed or when this object is
		deleted.

		@see TabbedButtonBar::addTab
	*/
	void addTab (const String& tabName,
				 const Colour& tabBackgroundColour,
				 Component* contentComponent,
				 bool deleteComponentWhenNotNeeded,
				 int insertIndex = -1);

	/** Changes the name of one of the tabs. */
	void setTabName (int tabIndex, const String& newName);

	/** Gets rid of one of the tabs. */
	void removeTab (int tabIndex);

	/** Returns the number of tabs in the bar. */
	int getNumTabs() const;

	/** Returns a list of all the tab names in the bar. */
	const StringArray getTabNames() const;

	/** Returns the content component that was added for the given index.

		Be sure not to use or delete the components that are returned, as this may interfere
		with the TabbedComponent's use of them.
	*/
	Component* getTabContentComponent (int tabIndex) const throw();

	/** Returns the colour of one of the tabs. */
	const Colour getTabBackgroundColour (int tabIndex) const throw();

	/** Changes the background colour of one of the tabs. */
	void setTabBackgroundColour (int tabIndex, const Colour& newColour);

	/** Changes the currently-selected tab.

		To deselect all the tabs, pass -1 as the index.

		@see TabbedButtonBar::setCurrentTabIndex
	*/
	void setCurrentTabIndex (int newTabIndex, bool sendChangeMessage = true);

	/** Returns the index of the currently selected tab.

		@see addTab, TabbedButtonBar::getCurrentTabIndex()
	*/
	int getCurrentTabIndex() const;

	/** Returns the name of the currently selected tab.

		@see addTab, TabbedButtonBar::getCurrentTabName()
	*/
	const String& getCurrentTabName() const;

	/** Returns the current component that's filling the panel.

		This will return 0 if there isn't one.
	*/
	Component* getCurrentContentComponent() const throw()	   { return panelComponent; }

	/** Callback method to indicate the selected tab has been changed.

		@see setCurrentTabIndex
	*/
	virtual void currentTabChanged (int newCurrentTabIndex,
									const String& newCurrentTabName);

	/** Callback method to indicate that the user has right-clicked on a tab.

		(Or ctrl-clicked on the Mac)
	*/
	virtual void popupMenuClickOnTab (int tabIndex,
									  const String& tabName);

	/** Returns the tab button bar component that is being used.
	*/
	TabbedButtonBar& getTabbedButtonBar() const throw()		 { return *tabs; }

	/** A set of colour IDs to use to change the colour of various aspects of the component.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1005800,	/**< The colour to fill the background behind the tabs. */
		outlineColourId		 = 0x1005801,	/**< The colour to use to draw an outline around the content.
														 (See setOutline)  */
	};

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void lookAndFeelChanged();

	juce_UseDebuggingNewOperator

protected:

	TabbedButtonBar* tabs;

	/** This creates one of the tab buttons.

		If you need to use custom tab components, you can override this method and
		return your own class instead of the default.
	*/
	virtual TabBarButton* createTabButton (const String& tabName, int tabIndex);

private:

	OwnedArray <Component::SafePointer<Component> > contentComponents;
	Component::SafePointer<Component> panelComponent;
	int tabDepth;
	int outlineThickness, edgeIndent;
	static const Identifier deleteComponentId;

	friend class TabCompButtonBar;
	void changeCallback (int newCurrentTabIndex, const String& newTabName);

	TabbedComponent (const TabbedComponent&);
	TabbedComponent& operator= (const TabbedComponent&);
};

#endif   // __JUCE_TABBEDCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_TabbedComponent.h ***/


/*** Start of inlined file: juce_DocumentWindow.h ***/
#ifndef __JUCE_DOCUMENTWINDOW_JUCEHEADER__
#define __JUCE_DOCUMENTWINDOW_JUCEHEADER__


/*** Start of inlined file: juce_MenuBarComponent.h ***/
#ifndef __JUCE_MENUBARCOMPONENT_JUCEHEADER__
#define __JUCE_MENUBARCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_MenuBarModel.h ***/
#ifndef __JUCE_MENUBARMODEL_JUCEHEADER__
#define __JUCE_MENUBARMODEL_JUCEHEADER__

/**
	A class for controlling MenuBar components.

	This class is used to tell a MenuBar what menus to show, and to respond
	to a menu being selected.

	@see MenuBarModel::Listener, MenuBarComponent, PopupMenu
*/
class JUCE_API  MenuBarModel	  : private AsyncUpdater,
									private ApplicationCommandManagerListener
{
public:

	MenuBarModel() throw();

	/** Destructor. */
	virtual ~MenuBarModel();

	/** Call this when some of your menu items have changed.

		This method will cause a callback to any MenuBarListener objects that
		are registered with this model.

		If this model is displaying items from an ApplicationCommandManager, you
		can use the setApplicationCommandManagerToWatch() method to cause
		change messages to be sent automatically when the ApplicationCommandManager
		is changed.

		@see addListener, removeListener, MenuBarListener
	*/
	void menuItemsChanged();

	/** Tells the menu bar to listen to the specified command manager, and to update
		itself when the commands change.

		This will also allow it to flash a menu name when a command from that menu
		is invoked using a keystroke.
	*/
	void setApplicationCommandManagerToWatch (ApplicationCommandManager* manager) throw();

	/** A class to receive callbacks when a MenuBarModel changes.

		@see MenuBarModel::addListener, MenuBarModel::removeListener, MenuBarModel::menuItemsChanged
	*/
	class JUCE_API  Listener
	{
	public:
		/** Destructor. */
		virtual ~Listener() {}

		/** This callback is made when items are changed in the menu bar model.
		*/
		virtual void menuBarItemsChanged (MenuBarModel* menuBarModel) = 0;

		/** This callback is made when an application command is invoked that
			is represented by one of the items in the menu bar model.
		*/
		virtual void menuCommandInvoked (MenuBarModel* menuBarModel,
										 const ApplicationCommandTarget::InvocationInfo& info) = 0;
	};

	/** Registers a listener for callbacks when the menu items in this model change.

		The listener object will get callbacks when this object's menuItemsChanged()
		method is called.

		@see removeListener
	*/
	void addListener (Listener* listenerToAdd) throw();

	/** Removes a listener.

		@see addListener
	*/
	void removeListener (Listener* listenerToRemove) throw();

	/** This method must return a list of the names of the menus. */
	virtual const StringArray getMenuBarNames() = 0;

	/** This should return the popup menu to display for a given top-level menu.

		@param topLevelMenuIndex	the index of the top-level menu to show
		@param menuName		 the name of the top-level menu item to show
	*/
	virtual const PopupMenu getMenuForIndex (int topLevelMenuIndex,
											 const String& menuName) = 0;

	/** This is called when a menu item has been clicked on.

		@param menuItemID	   the item ID of the PopupMenu item that was selected
		@param topLevelMenuIndex	the index of the top-level menu from which the item was
									chosen (just in case you've used duplicate ID numbers
									on more than one of the popup menus)
	*/
	virtual void menuItemSelected (int menuItemID,
								   int topLevelMenuIndex) = 0;

#if JUCE_MAC || DOXYGEN
	/** MAC ONLY - Sets the model that is currently being shown as the main
		menu bar at the top of the screen on the Mac.

		You can pass 0 to stop the current model being displayed. Be careful
		not to delete a model while it is being used.

		An optional extra menu can be specified, containing items to add to the top of
		the apple menu. (Confusingly, the 'apple' menu isn't the one with a picture of
		an apple, it's the one next to it, with your application's name at the top
		and the services menu etc on it). When one of these items is selected, the
		menu bar model will be used to invoke it, and in the menuItemSelected() callback
		the topLevelMenuIndex parameter will be -1. If you pass in an extraAppleMenuItems
		object then newMenuBarModel must be non-null.
	*/
	static void setMacMainMenu (MenuBarModel* newMenuBarModel,
								const PopupMenu* extraAppleMenuItems = 0);

	/** MAC ONLY - Returns the menu model that is currently being shown as
		the main menu bar.
	*/
	static MenuBarModel* getMacMainMenu();

#endif

	/** @internal */
	void applicationCommandInvoked (const ApplicationCommandTarget::InvocationInfo& info);
	/** @internal */
	void applicationCommandListChanged();
	/** @internal */
	void handleAsyncUpdate();

	juce_UseDebuggingNewOperator

private:
	ApplicationCommandManager* manager;
	ListenerList <Listener> listeners;

	MenuBarModel (const MenuBarModel&);
	MenuBarModel& operator= (const MenuBarModel&);
};

/** This typedef is just for compatibility with old code - newer code should use the MenuBarModel::Listener class directly. */
typedef MenuBarModel::Listener MenuBarModelListener;

#endif   // __JUCE_MENUBARMODEL_JUCEHEADER__
/*** End of inlined file: juce_MenuBarModel.h ***/

/**
	A menu bar component.

	@see MenuBarModel
*/
class JUCE_API  MenuBarComponent  : public Component,
									private MenuBarModel::Listener,
									private Timer
{
public:

	/** Creates a menu bar.

		@param model	the model object to use to control this bar. You can
							pass 0 into this if you like, and set the model later
							using the setModel() method
	*/
	MenuBarComponent (MenuBarModel* model);

	/** Destructor. */
	~MenuBarComponent();

	/** Changes the model object to use to control the bar.

		This can be 0, in which case the bar will be empty. Don't delete the object
		that is passed-in while it's still being used by this MenuBar.
	*/
	void setModel (MenuBarModel* newModel);

	/** Returns the current menu bar model being used.
	*/
	MenuBarModel* getModel() const throw();

	/** Pops up one of the menu items.

		This lets you manually open one of the menus - it could be triggered by a
		key shortcut, for example.
	*/
	void showMenu (int menuIndex);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void mouseEnter (const MouseEvent& e);
	/** @internal */
	void mouseExit (const MouseEvent& e);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	void mouseMove (const MouseEvent& e);
	/** @internal */
	void handleCommandMessage (int commandId);
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void menuBarItemsChanged (MenuBarModel* menuBarModel);
	/** @internal */
	void menuCommandInvoked (MenuBarModel* menuBarModel,
							 const ApplicationCommandTarget::InvocationInfo& info);

	juce_UseDebuggingNewOperator

private:
	class AsyncCallback;
	friend class AsyncCallback;
	MenuBarModel* model;

	StringArray menuNames;
	Array <int> xPositions;
	int itemUnderMouse, currentPopupIndex, topLevelIndexClicked;
	int lastMouseX, lastMouseY;

	int getItemAt (int x, int y);
	void setItemUnderMouse (int index);
	void setOpenItem (int index);
	void updateItemUnderMouse (int x, int y);
	void timerCallback();
	void repaintMenuItem (int index);
	void menuDismissed (int topLevelIndex, int itemId);

	MenuBarComponent (const MenuBarComponent&);
	MenuBarComponent& operator= (const MenuBarComponent&);
};

#endif   // __JUCE_MENUBARCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_MenuBarComponent.h ***/

/**
	A resizable window with a title bar and maximise, minimise and close buttons.

	This subclass of ResizableWindow creates a fairly standard type of window with
	a title bar and various buttons. The name of the component is shown in the
	title bar, and an icon can optionally be specified with setIcon().

	All the methods available to a ResizableWindow are also available to this,
	so it can easily be made resizable, minimised, maximised, etc.

	It's not advisable to add child components directly to a DocumentWindow: put them
	inside your content component instead. And overriding methods like resized(), moved(), etc
	is also not recommended - instead override these methods for your content component.
	(If for some obscure reason you do need to override these methods, always remember to
	call the super-class's resized() method too, otherwise it'll fail to lay out the window
	decorations correctly).

	You can also automatically add a menu bar to the window, using the setMenuBar()
	method.

	@see ResizableWindow, DialogWindow
*/
class JUCE_API  DocumentWindow   : public ResizableWindow
{
public:

	/** The set of available button-types that can be put on the title bar.

		@see setTitleBarButtonsRequired
	*/
	enum TitleBarButtons
	{
		minimiseButton = 1,
		maximiseButton = 2,
		closeButton = 4,

		/** A combination of all the buttons above. */
		allButtons = 7
	};

	/** Creates a DocumentWindow.

		@param name		 the name to give the component - this is also
								the title shown at the top of the window. To change
								this later, use setName()
		@param backgroundColour the colour to use for filling the window's background.
		@param requiredButtons  specifies which of the buttons (close, minimise, maximise)
								should be shown on the title bar. This value is a bitwise
								combination of values from the TitleBarButtons enum. Note
								that it can be "allButtons" to get them all. You
								can change this later with the setTitleBarButtonsRequired()
								method, which can also specify where they are positioned.
		@param addToDesktop	 if true, the window will be automatically added to the
								desktop; if false, you can use it as a child component
		@see TitleBarButtons
	*/
	DocumentWindow (const String& name,
					const Colour& backgroundColour,
					int requiredButtons,
					bool addToDesktop = true);

	/** Destructor.

		If a content component has been set with setContentComponent(), it
		will be deleted.
	*/
	~DocumentWindow();

	/** Changes the component's name.

		(This is overridden from Component::setName() to cause a repaint, as
		the name is what gets drawn across the window's title bar).
	*/
	void setName (const String& newName);

	/** Sets an icon to show in the title bar, next to the title.

		A copy is made internally of the image, so the caller can delete the
		image after calling this. If 0 is passed-in, any existing icon will be
		removed.
	*/
	void setIcon (const Image& imageToUse);

	/** Changes the height of the title-bar. */
	void setTitleBarHeight (int newHeight);

	/** Returns the current title bar height. */
	int getTitleBarHeight() const;

	/** Changes the set of title-bar buttons being shown.

		@param requiredButtons  specifies which of the buttons (close, minimise, maximise)
								should be shown on the title bar. This value is a bitwise
								combination of values from the TitleBarButtons enum. Note
								that it can be "allButtons" to get them all.
		@param positionTitleBarButtonsOnLeft	if true, the buttons should go at the
								left side of the bar; if false, they'll be placed at the right
	*/
	void setTitleBarButtonsRequired (int requiredButtons,
									 bool positionTitleBarButtonsOnLeft);

	/** Sets whether the title should be centred within the window.

		If true, the title text is shown in the middle of the title-bar; if false,
		it'll be shown at the left of the bar.
	*/
	void setTitleBarTextCentred (bool textShouldBeCentred);

	/** Creates a menu inside this window.

		@param menuBarModel	 this specifies a MenuBarModel that should be used to
								generate the contents of a menu bar that will be placed
								just below the title bar, and just above any content
								component. If this value is zero, any existing menu bar
								will be removed from the component; if non-zero, one will
								be added if it's required.
		@param menuBarHeight	the height of the menu bar component, if one is needed. Pass a value of zero
								or less to use the look-and-feel's default size.
	*/
	void setMenuBar (MenuBarModel* menuBarModel,
					 int menuBarHeight = 0);

	/** This method is called when the user tries to close the window.

		This is triggered by the user clicking the close button, or using some other
		OS-specific key shortcut or OS menu for getting rid of a window.

		If the window is just a pop-up, you should override this closeButtonPressed()
		method and make it delete the window in whatever way is appropriate for your
		app. E.g. you might just want to call "delete this".

		If your app is centred around this window such that the whole app should quit when
		the window is closed, then you will probably want to use this method as an opportunity
		to call JUCEApplication::quit(), and leave the window to be deleted later by your
		JUCEApplication::shutdown() method. (Doing it this way means that your window will
		still get cleaned-up if the app is quit by some other means (e.g. a cmd-Q on the mac
		or closing it via the taskbar icon on Windows).

		(Note that the DocumentWindow class overrides Component::userTriedToCloseWindow() and
		redirects it to call this method, so any methods of closing the window that are
		caught by userTriedToCloseWindow() will also end up here).
	*/
	virtual void closeButtonPressed();

	/** Callback that is triggered when the minimise button is pressed.

		The default implementation of this calls ResizableWindow::setMinimised(), but
		you can override it to do more customised behaviour.
	*/
	virtual void minimiseButtonPressed();

	/** Callback that is triggered when the maximise button is pressed, or when the
		title-bar is double-clicked.

		The default implementation of this calls ResizableWindow::setFullScreen(), but
		you can override it to do more customised behaviour.
	*/
	virtual void maximiseButtonPressed();

	/** Returns the close button, (or 0 if there isn't one). */
	Button* getCloseButton() const throw();

	/** Returns the minimise button, (or 0 if there isn't one). */
	Button* getMinimiseButton() const throw();

	/** Returns the maximise button, (or 0 if there isn't one). */
	Button* getMaximiseButton() const throw();

	/** A set of colour IDs to use to change the colour of various aspects of the window.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		textColourId		= 0x1005701,  /**< The colour to draw any text with. It's up to the look
													   and feel class how this is used. */
	};

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	const BorderSize getBorderThickness();
	/** @internal */
	const BorderSize getContentComponentBorder();
	/** @internal */
	void mouseDoubleClick (const MouseEvent& e);
	/** @internal */
	void userTriedToCloseWindow();
	/** @internal */
	void activeWindowStatusChanged();
	/** @internal */
	int getDesktopWindowStyleFlags() const;
	/** @internal */
	void parentHierarchyChanged();
	/** @internal */
	const Rectangle<int> getTitleBarArea();

	juce_UseDebuggingNewOperator

private:
	int titleBarHeight, menuBarHeight, requiredButtons;
	bool positionTitleBarButtonsOnLeft, drawTitleTextCentred;
	ScopedPointer <Button> titleBarButtons [3];
	Image titleBarIcon;
	ScopedPointer <MenuBarComponent> menuBar;
	MenuBarModel* menuBarModel;

	class ButtonListenerProxy;
	friend class ScopedPointer <ButtonListenerProxy>;
	ScopedPointer <ButtonListenerProxy> buttonListener;

	void repaintTitleBar();

	DocumentWindow (const DocumentWindow&);
	DocumentWindow& operator= (const DocumentWindow&);
};

#endif   // __JUCE_DOCUMENTWINDOW_JUCEHEADER__
/*** End of inlined file: juce_DocumentWindow.h ***/

class MultiDocumentPanel;
class MDITabbedComponentInternal;

/**
	This is a derivative of DocumentWindow that is used inside a MultiDocumentPanel
	component.

	It's like a normal DocumentWindow but has some extra functionality to make sure
	everything works nicely inside a MultiDocumentPanel.

	@see MultiDocumentPanel
*/
class JUCE_API  MultiDocumentPanelWindow  : public DocumentWindow
{
public:

	/**
	*/
	MultiDocumentPanelWindow (const Colour& backgroundColour);

	/** Destructor. */
	~MultiDocumentPanelWindow();

	/** @internal */
	void maximiseButtonPressed();
	/** @internal */
	void closeButtonPressed();
	/** @internal */
	void activeWindowStatusChanged();
	/** @internal */
	void broughtToFront();

	juce_UseDebuggingNewOperator

private:
	void updateOrder();
	MultiDocumentPanel* getOwner() const throw();
};

/**
	A component that contains a set of other components either in floating windows
	or tabs.

	This acts as a panel that can be used to hold a set of open document windows, with
	different layout modes.

	Use addDocument() and closeDocument() to add or remove components from the
	panel - never use any of the Component methods to access the panel's child
	components directly, as these are managed internally.
*/
class JUCE_API  MultiDocumentPanel  : public Component,
									  private ComponentListener
{
public:

	/** Creates an empty panel.

		Use addDocument() and closeDocument() to add or remove components from the
		panel - never use any of the Component methods to access the panel's child
		components directly, as these are managed internally.
	*/
	MultiDocumentPanel();

	/** Destructor.

		When deleted, this will call closeAllDocuments (false) to make sure all its
		components are deleted. If you need to make sure all documents are saved
		before closing, then you should call closeAllDocuments (true) and check that
		it returns true before deleting the panel.
	*/
	~MultiDocumentPanel();

	/** Tries to close all the documents.

		If checkItsOkToCloseFirst is true, then the tryToCloseDocument() method will
		be called for each open document, and any of these calls fails, this method
		will stop and return false, leaving some documents still open.

		If checkItsOkToCloseFirst is false, then all documents will be closed
		unconditionally.

		@see closeDocument
	*/
	bool closeAllDocuments (bool checkItsOkToCloseFirst);

	/** Adds a document component to the panel.

		If the number of documents would exceed the limit set by setMaximumNumDocuments() then
		this will fail and return false. (If it does fail, the component passed-in will not be
		deleted, even if deleteWhenRemoved was set to true).

		The MultiDocumentPanel will deal with creating a window border to go around your component,
		so just pass in the bare content component here, no need to give it a ResizableWindow
		or DocumentWindow.

		@param component		the component to add
		@param backgroundColour	 the background colour to use to fill the component's
									window or tab
		@param deleteWhenRemoved	if true, then when the component is removed by closeDocument()
									or closeAllDocuments(), then it will be deleted. If false, then
									the caller must handle the component's deletion
	*/
	bool addDocument (Component* component,
					  const Colour& backgroundColour,
					  bool deleteWhenRemoved);

	/** Closes one of the documents.

		If checkItsOkToCloseFirst is true, then the tryToCloseDocument() method will
		be called, and if it fails, this method will return false without closing the
		document.

		If checkItsOkToCloseFirst is false, then the documents will be closed
		unconditionally.

		The component will be deleted if the deleteWhenRemoved parameter was set to
		true when it was added with addDocument.

		@see addDocument, closeAllDocuments
	*/
	bool closeDocument (Component* component,
						bool checkItsOkToCloseFirst);

	/** Returns the number of open document windows.

		@see getDocument
	*/
	int getNumDocuments() const throw();

	/** Returns one of the open documents.

		The order of the documents in this array may change when they are added, removed
		or moved around.

		@see getNumDocuments
	*/
	Component* getDocument (int index) const throw();

	/** Returns the document component that is currently focused or on top.

		If currently using floating windows, then this will be the component in the currently
		active window, or the top component if none are active.

		If it's currently in tabbed mode, then it'll return the component in the active tab.

		@see setActiveDocument
	*/
	Component* getActiveDocument() const throw();

	/** Makes one of the components active and brings it to the top.

		@see getActiveDocument
	*/
	void setActiveDocument (Component* component);

	/** Callback which gets invoked when the currently-active document changes. */
	virtual void activeDocumentChanged();

	/** Sets a limit on how many windows can be open at once.

		If this is zero or less there's no limit (the default). addDocument() will fail
		if this number is exceeded.
	*/
	void setMaximumNumDocuments (int maximumNumDocuments);

	/** Sets an option to make the document fullscreen if there's only one document open.

		If set to true, then if there's only one document, it'll fill the whole of this
		component without tabs or a window border. If false, then tabs or a window
		will always be shown, even if there's only one document. If there's more than
		one document open, then this option makes no difference.
	*/
	void useFullscreenWhenOneDocument (bool shouldUseTabs);

	/** Returns the result of the last time useFullscreenWhenOneDocument() was called.
	*/
	bool isFullscreenWhenOneDocument() const throw();

	/** The different layout modes available. */
	enum LayoutMode
	{
		FloatingWindows,		/**< In this mode, there are overlapping DocumentWindow components for each document. */
		MaximisedWindowsWithTabs	/**< In this mode, a TabbedComponent is used to show one document at a time. */
	};

	/** Changes the panel's mode.

		@see LayoutMode, getLayoutMode
	*/
	void setLayoutMode (LayoutMode newLayoutMode);

	/** Returns the current layout mode. */
	LayoutMode getLayoutMode() const throw()				{ return mode; }

	/** Sets the background colour for the whole panel.

		Each document has its own background colour, but this is the one used to fill the areas
		behind them.
	*/
	void setBackgroundColour (const Colour& newBackgroundColour);

	/** Returns the current background colour.

		@see setBackgroundColour
	*/
	const Colour& getBackgroundColour() const throw()		   { return backgroundColour; }

	/** A subclass must override this to say whether its currently ok for a document
		to be closed.

		This method is called by closeDocument() and closeAllDocuments() to indicate that
		a document should be saved if possible, ready for it to be closed.

		If this method returns true, then it means the document is ok and can be closed.

		If it returns false, then it means that the closeDocument() method should stop
		and not close.

		Normally, you'd use this method to ask the user if they want to save any changes,
		then return true if the save operation went ok. If the user cancelled the save
		operation you could return false here to abort the close operation.

		If your component is based on the FileBasedDocument class, then you'd probably want
		to call FileBasedDocument::saveIfNeededAndUserAgrees() and return true if this returned
		FileBasedDocument::savedOk

		@see closeDocument, FileBasedDocument::saveIfNeededAndUserAgrees()
	*/
	virtual bool tryToCloseDocument (Component* component) = 0;

	/** Creates a new window to be used for a document.

		The default implementation of this just returns a basic MultiDocumentPanelWindow object,
		but you might want to override it to return a custom component.
	*/
	virtual MultiDocumentPanelWindow* createNewDocumentWindow();

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void componentNameChanged (Component&);

	juce_UseDebuggingNewOperator

private:
	LayoutMode mode;
	Array <Component*> components;
	ScopedPointer<TabbedComponent> tabComponent;
	Colour backgroundColour;
	int maximumNumDocuments, numDocsBeforeTabsUsed;

	friend class MultiDocumentPanelWindow;
	friend class MDITabbedComponentInternal;

	Component* getContainerComp (Component* c) const;
	void updateOrder();

	void addWindow (Component* component);
};

#endif   // __JUCE_MULTIDOCUMENTPANEL_JUCEHEADER__
/*** End of inlined file: juce_MultiDocumentPanel.h ***/


#endif
#ifndef __JUCE_RESIZABLEBORDERCOMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_RESIZABLECORNERCOMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_SCROLLBAR_JUCEHEADER__

#endif
#ifndef __JUCE_STRETCHABLELAYOUTMANAGER_JUCEHEADER__

/*** Start of inlined file: juce_StretchableLayoutManager.h ***/
#ifndef __JUCE_STRETCHABLELAYOUTMANAGER_JUCEHEADER__
#define __JUCE_STRETCHABLELAYOUTMANAGER_JUCEHEADER__

/**
	For laying out a set of components, where the components have preferred sizes
	and size limits, but where they are allowed to stretch to fill the available
	space.

	For example, if you have a component containing several other components, and
	each one should be given a share of the total size, you could use one of these
	to resize the child components when the parent component is resized. Then
	you could add a StretchableLayoutResizerBar to easily let the user rescale them.

	A StretchableLayoutManager operates only in one dimension, so if you have a set
	of components stacked vertically on top of each other, you'd use one to manage their
	heights. To build up complex arrangements of components, e.g. for applications
	with multiple nested panels, you would use more than one StretchableLayoutManager.
	E.g. by using two (one vertical, one horizontal), you could create a resizable
	spreadsheet-style table.

	E.g.
	@code
	class MyComp  : public Component
	{
		StretchableLayoutManager myLayout;

		MyComp()
		{
			myLayout.setItemLayout (0,	  // for item 0
									50, 100,	// must be between 50 and 100 pixels in size
									-0.6);	  // and its preferred size is 60% of the total available space

			myLayout.setItemLayout (1,	  // for item 1
									-0.2, -0.6, // size must be between 20% and 60% of the available space
									50);	// and its preferred size is 50 pixels
		}

		void resized()
		{
			// make a list of two of our child components that we want to reposition
			Component* comps[] = { myComp1, myComp2 };

			// this will position the 2 components, one above the other, to fit
			// vertically into the rectangle provided.
			myLayout.layOutComponents (comps, 2,
									   0, 0, getWidth(), getHeight(),
									   true);
		}
	};
	@endcode

	@see StretchableLayoutResizerBar
*/
class JUCE_API  StretchableLayoutManager
{
public:

	/** Creates an empty layout.

		You'll need to add some item properties to the layout before it can be used
		to resize things - see setItemLayout().
	*/
	StretchableLayoutManager();

	/** Destructor. */
	~StretchableLayoutManager();

	/** For a numbered item, this sets its size limits and preferred size.

		@param itemIndex	the index of the item to change.
		@param minimumSize	  the minimum size that this item is allowed to be - a positive number
								indicates an absolute size in pixels. A negative number indicates a
								proportion of the available space (e.g -0.5 is 50%)
		@param maximumSize	  the maximum size that this item is allowed to be - a positive number
								indicates an absolute size in pixels. A negative number indicates a
								proportion of the available space
		@param preferredSize	the size that this item would like to be, if there's enough room. A
								positive number indicates an absolute size in pixels. A negative number
								indicates a proportion of the available space
		@see getItemLayout
	*/
	void setItemLayout (int itemIndex,
						double minimumSize,
						double maximumSize,
						double preferredSize);

	/** For a numbered item, this returns its size limits and preferred size.

		@param itemIndex	the index of the item.
		@param minimumSize	  the minimum size that this item is allowed to be - a positive number
								indicates an absolute size in pixels. A negative number indicates a
								proportion of the available space (e.g -0.5 is 50%)
		@param maximumSize	  the maximum size that this item is allowed to be - a positive number
								indicates an absolute size in pixels. A negative number indicates a
								proportion of the available space
		@param preferredSize	the size that this item would like to be, if there's enough room. A
								positive number indicates an absolute size in pixels. A negative number
								indicates a proportion of the available space
		@returns false if the item's properties hadn't been set
		@see setItemLayout
	*/
	bool getItemLayout (int itemIndex,
						double& minimumSize,
						double& maximumSize,
						double& preferredSize) const;

	/** Clears all the properties that have been set with setItemLayout() and resets
		this object to its initial state.
	*/
	void clearAllItems();

	/** Takes a set of components that correspond to the layout's items, and positions
		them to fill a space.

		This will try to give each item its preferred size, whether that's a relative size
		or an absolute one.

		@param components	   an array of components that correspond to each of the
								numbered items that the StretchableLayoutManager object
								has been told about with setItemLayout()
		@param numComponents	the number of components in the array that is passed-in. This
								should be the same as the number of items this object has been
								told about.
		@param x		the left of the rectangle in which the components should
								be laid out
		@param y		the top of the rectangle in which the components should
								be laid out
		@param width		the width of the rectangle in which the components should
								be laid out
		@param height	   the height of the rectangle in which the components should
								be laid out
		@param vertically	   if true, the components will be positioned in a vertical stack,
								so that they fill the height of the rectangle. If false, they
								will be placed side-by-side in a horizontal line, filling the
								available width
		@param resizeOtherDimension	 if true, this means that the components will have their
								other dimension resized to fit the space - i.e. if the 'vertically'
								parameter is true, their x-positions and widths are adjusted to fit
								the x and width parameters; if 'vertically' is false, their y-positions
								and heights are adjusted to fit the y and height parameters.
	*/
	void layOutComponents (Component** components,
						   int numComponents,
						   int x, int y, int width, int height,
						   bool vertically,
						   bool resizeOtherDimension);

	/** Returns the current position of one of the items.

		This is only a valid call after layOutComponents() has been called, as it
		returns the last position that this item was placed at. If the layout was
		vertical, the value returned will be the y position of the top of the item,
		relative to the top of the rectangle in which the items were placed (so for
		example, item 0 will always have position of 0, even in the rectangle passed
		in to layOutComponents() wasn't at y = 0). If the layout was done horizontally,
		the position returned is the item's left-hand position, again relative to the
		x position of the rectangle used.

		@see getItemCurrentSize, setItemPosition
	*/
	int getItemCurrentPosition (int itemIndex) const;

	/** Returns the current size of one of the items.

		This is only meaningful after layOutComponents() has been called, as it
		returns the last size that this item was given. If the layout was done
		vertically, it'll return the item's height in pixels; if it was horizontal,
		it'll return its width.

		@see getItemCurrentRelativeSize
	*/
	int getItemCurrentAbsoluteSize (int itemIndex) const;

	/** Returns the current size of one of the items.

		This is only meaningful after layOutComponents() has been called, as it
		returns the last size that this item was given. If the layout was done
		vertically, it'll return a negative value representing the item's height relative
		to the last size used for laying the components out; if the layout was done
		horizontally it'll be the proportion of its width.

		@see getItemCurrentAbsoluteSize
	*/
	double getItemCurrentRelativeSize (int itemIndex) const;

	/** Moves one of the items, shifting along any other items as necessary in
		order to get it to the desired position.

		Calling this method will also update the preferred sizes of the items it
		shuffles along, so that they reflect their new positions.

		(This is the method that a StretchableLayoutResizerBar uses to shift the items
		about when it's dragged).

		@param itemIndex	the item to move
		@param newPosition	  the absolute position that you'd like this item to move
								to. The item might not be able to always reach exactly this position,
								because other items may have minimum sizes that constrain how
								far it can go
	*/
	void setItemPosition (int itemIndex,
						  int newPosition);

	juce_UseDebuggingNewOperator

private:
	struct ItemLayoutProperties
	{
		int itemIndex;
		int currentSize;
		double minSize, maxSize, preferredSize;
	};

	OwnedArray <ItemLayoutProperties> items;
	int totalSize;

	static int sizeToRealSize (double size, int totalSpace);
	ItemLayoutProperties* getInfoFor (int itemIndex) const;
	void setTotalSize (int newTotalSize);
	int fitComponentsIntoSpace (int startIndex, int endIndex, int availableSpace, int startPos);
	int getMinimumSizeOfItems (int startIndex, int endIndex) const;
	int getMaximumSizeOfItems (int startIndex, int endIndex) const;
	void updatePrefSizesToMatchCurrentPositions();

	StretchableLayoutManager (const StretchableLayoutManager&);
	StretchableLayoutManager& operator= (const StretchableLayoutManager&);
};

#endif   // __JUCE_STRETCHABLELAYOUTMANAGER_JUCEHEADER__
/*** End of inlined file: juce_StretchableLayoutManager.h ***/


#endif
#ifndef __JUCE_STRETCHABLELAYOUTRESIZERBAR_JUCEHEADER__

/*** Start of inlined file: juce_StretchableLayoutResizerBar.h ***/
#ifndef __JUCE_STRETCHABLELAYOUTRESIZERBAR_JUCEHEADER__
#define __JUCE_STRETCHABLELAYOUTRESIZERBAR_JUCEHEADER__

/**
	A component that acts as one of the vertical or horizontal bars you see being
	used to resize panels in a window.

	One of these acts with a StretchableLayoutManager to resize the other components.

	@see StretchableLayoutManager
*/
class JUCE_API  StretchableLayoutResizerBar  : public Component
{
public:

	/** Creates a resizer bar for use on a specified layout.

		@param layoutToUse	  the layout that will be affected when this bar
									is dragged
		@param itemIndexInLayout	the item index in the layout that corresponds to
									this bar component. You'll need to set up the item
									properties in a suitable way for a divider bar, e.g.
									for an 8-pixel wide bar which, you could call
									myLayout->setItemLayout (barIndex, 8, 8, 8)
		@param isBarVertical	true if it's an upright bar that you drag left and
									right; false for a horizontal one that you drag up and
									down
	*/
	StretchableLayoutResizerBar (StretchableLayoutManager* layoutToUse,
								 int itemIndexInLayout,
								 bool isBarVertical);

	/** Destructor. */
	~StretchableLayoutResizerBar();

	/** This is called when the bar is dragged.

		This method must update the positions of any components whose position is
		determined by the StretchableLayoutManager, because they might have just
		moved.

		The default implementation calls the resized() method of this component's
		parent component, because that's often where you're likely to apply the
		layout, but it can be overridden for more specific needs.
	*/
	virtual void hasBeenMoved();

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);

	juce_UseDebuggingNewOperator

private:
	StretchableLayoutManager* layout;
	int itemIndex, mouseDownPos;
	bool isVertical;

	StretchableLayoutResizerBar (const StretchableLayoutResizerBar&);
	StretchableLayoutResizerBar& operator= (const StretchableLayoutResizerBar&);
};

#endif   // __JUCE_STRETCHABLELAYOUTRESIZERBAR_JUCEHEADER__
/*** End of inlined file: juce_StretchableLayoutResizerBar.h ***/


#endif
#ifndef __JUCE_STRETCHABLEOBJECTRESIZER_JUCEHEADER__

/*** Start of inlined file: juce_StretchableObjectResizer.h ***/
#ifndef __JUCE_STRETCHABLEOBJECTRESIZER_JUCEHEADER__
#define __JUCE_STRETCHABLEOBJECTRESIZER_JUCEHEADER__

/**
	A utility class for fitting a set of objects whose sizes can vary between
	a minimum and maximum size, into a space.

	This is a trickier algorithm than it would first seem, so I've put it in this
	class to allow it to be shared by various bits of code.

	To use it, create one of these objects, call addItem() to add the list of items
	you need, then call resizeToFit(), which will change all their sizes. You can
	then retrieve the new sizes with getItemSize() and getNumItems().

	It's currently used by the TableHeaderComponent for stretching out the table
	headings to fill the table's width.
*/
class StretchableObjectResizer
{
public:

	/** Creates an empty object resizer. */
	StretchableObjectResizer();

	/** Destructor. */
	~StretchableObjectResizer();

	/** Adds an item to the list.

		The order parameter lets you specify groups of items that are resized first when some
		space needs to be found. Those items with an order of 0 will be the first ones to be
		resized, and if that doesn't provide enough space to meet the requirements, the algorithm
		will then try resizing the items with an order of 1, then 2, and so on.
	*/
	void addItem (double currentSize,
				  double minSize,
				  double maxSize,
				  int order = 0);

	/** Resizes all the items to fit this amount of space.

		This will attempt to fit them in without exceeding each item's miniumum and
		maximum sizes. In cases where none of the items can be expanded or enlarged any
		further, the final size may be greater or less than the size passed in.

		After calling this method, you can retrieve the new sizes with the getItemSize()
		method.
	*/
	void resizeToFit (double targetSize);

	/** Returns the number of items that have been added. */
	int getNumItems() const throw()			 { return items.size(); }

	/** Returns the size of one of the items. */
	double getItemSize (int index) const throw();

	juce_UseDebuggingNewOperator

private:
	struct Item
	{
		double size;
		double minSize;
		double maxSize;
		int order;
	};

	OwnedArray <Item> items;

	StretchableObjectResizer (const StretchableObjectResizer&);
	StretchableObjectResizer& operator= (const StretchableObjectResizer&);
};

#endif   // __JUCE_STRETCHABLEOBJECTRESIZER_JUCEHEADER__
/*** End of inlined file: juce_StretchableObjectResizer.h ***/


#endif
#ifndef __JUCE_TABBEDBUTTONBAR_JUCEHEADER__

#endif
#ifndef __JUCE_TABBEDCOMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_VIEWPORT_JUCEHEADER__

#endif
#ifndef __JUCE_LOOKANDFEEL_JUCEHEADER__

/*** Start of inlined file: juce_LookAndFeel.h ***/
#ifndef __JUCE_LOOKANDFEEL_JUCEHEADER__
#define __JUCE_LOOKANDFEEL_JUCEHEADER__


/*** Start of inlined file: juce_AlertWindow.h ***/
#ifndef __JUCE_ALERTWINDOW_JUCEHEADER__
#define __JUCE_ALERTWINDOW_JUCEHEADER__


/*** Start of inlined file: juce_TextLayout.h ***/
#ifndef __JUCE_TEXTLAYOUT_JUCEHEADER__
#define __JUCE_TEXTLAYOUT_JUCEHEADER__

class Graphics;

/**
	A laid-out arrangement of text.

	You can add text in different fonts to a TextLayout object, then call its
	layout() method to word-wrap it into lines. The layout can then be drawn
	using a graphics context.

	It's handy if you've got a message to display, because you can format it,
	measure the extent of the layout, and then create a suitably-sized window
	to show it in.

	@see Font, Graphics::drawFittedText, GlyphArrangement
*/
class JUCE_API  TextLayout
{
public:

	/** Creates an empty text layout.

		Text can then be appended using the appendText() method.
	*/
	TextLayout();

	/** Creates a copy of another layout object. */
	TextLayout (const TextLayout& other);

	/** Creates a text layout from an initial string and font. */
	TextLayout (const String& text, const Font& font);

	/** Destructor. */
	~TextLayout();

	/** Copies another layout onto this one. */
	TextLayout& operator= (const TextLayout& layoutToCopy);

	/** Clears the layout, removing all its text. */
	void clear();

	/** Adds a string to the end of the arrangement.

		The string will be broken onto new lines wherever it contains
		carriage-returns or linefeeds. After adding it, you can call layout()
		to wrap long lines into a paragraph and justify it.
	*/
	void appendText (const String& textToAppend,
					 const Font& fontToUse);

	/** Replaces all the text with a new string.

		This is equivalent to calling clear() followed by appendText().
	*/
	void setText (const String& newText,
				  const Font& fontToUse);

	/** Returns true if the layout has not had any text added yet. */
	bool isEmpty() const;

	/** Breaks the text up to form a paragraph with the given width.

		@param maximumWidth		 any text wider than this will be split
											across multiple lines
		@param justification		how the lines are to be laid-out horizontally
		@param attemptToBalanceLineLengths  if true, it will try to split the lines at a
											width that keeps all the lines of text at a
											similar length - this is good when you're displaying
											a short message and don't want it to get split
											onto two lines with only a couple of words on
											the second line, which looks untidy.
	*/
	void layout (int maximumWidth,
				 const Justification& justification,
				 bool attemptToBalanceLineLengths);

	/** Returns the overall width of the entire text layout. */
	int getWidth() const;

	/** Returns the overall height of the entire text layout. */
	int getHeight() const;

	/** Returns the total number of lines of text. */
	int getNumLines() const			 { return totalLines; }

	/** Returns the width of a particular line of text.

		@param lineNumber   the line, from 0 to (getNumLines() - 1)
	*/
	int getLineWidth (int lineNumber) const;

	/** Renders the text at a specified position using a graphics context.
	*/
	void draw (Graphics& g, int topLeftX, int topLeftY) const;

	/** Renders the text within a specified rectangle using a graphics context.

		The justification flags dictate how the block of text should be positioned
		within the rectangle.
	*/
	void drawWithin (Graphics& g,
					 int x, int y, int w, int h,
					 const Justification& layoutFlags) const;

	juce_UseDebuggingNewOperator

private:
	class Token;
	friend class OwnedArray <Token>;
	OwnedArray <Token> tokens;
	int totalLines;
};

#endif   // __JUCE_TEXTLAYOUT_JUCEHEADER__
/*** End of inlined file: juce_TextLayout.h ***/

/** A window that displays a message and has buttons for the user to react to it.

	For simple dialog boxes with just a couple of buttons on them, there are
	some static methods for running these.

	For more complex dialogs, an AlertWindow can be created, then it can have some
	buttons and components added to it, and its runModalLoop() method is then used to
	show it. The value returned by runModalLoop() shows which button the
	user pressed to dismiss the box.

	@see ThreadWithProgressWindow
*/
class JUCE_API  AlertWindow  : public TopLevelWindow,
							   private ButtonListener  // (can't use Button::Listener due to idiotic VC2005 bug)
{
public:

	/** The type of icon to show in the dialog box. */
	enum AlertIconType
	{
		NoIcon,	 /**< No icon will be shown on the dialog box. */
		QuestionIcon,   /**< A question-mark icon, for dialog boxes that need the
							 user to answer a question. */
		WarningIcon,	/**< An exclamation mark to indicate that the dialog is a
							 warning about something and shouldn't be ignored. */
		InfoIcon	/**< An icon that indicates that the dialog box is just
							 giving the user some information, which doesn't require
							 a response from them. */
	};

	/** Creates an AlertWindow.

		@param title	the headline to show at the top of the dialog box
		@param message  a longer, more descriptive message to show underneath the
						headline
		@param iconType the type of icon to display
		@param associatedComponent   if this is non-zero, it specifies the component that the
						alert window should be associated with. Depending on the look
						and feel, this might be used for positioning of the alert window.
	*/
	AlertWindow (const String& title,
				 const String& message,
				 AlertIconType iconType,
				 Component* associatedComponent = 0);

	/** Destroys the AlertWindow */
	~AlertWindow();

	/** Returns the type of alert icon that was specified when the window
		was created. */
	AlertIconType getAlertType() const throw()		  { return alertIconType; }

	/** Changes the dialog box's message.

		This will also resize the window to fit the new message if required.
	*/
	void setMessage (const String& message);

	/** Adds a button to the window.

		@param name	 the text to show on the button
		@param returnValue  the value that should be returned from runModalLoop()
							if this is the button that the user presses.
		@param shortcutKey1 an optional key that can be pressed to trigger this button
		@param shortcutKey2 a second optional key that can be pressed to trigger this button
	*/
	void addButton (const String& name,
					int returnValue,
					const KeyPress& shortcutKey1 = KeyPress(),
					const KeyPress& shortcutKey2 = KeyPress());

	/** Returns the number of buttons that the window currently has. */
	int getNumButtons() const;

	/** Invokes a click of one of the buttons. */
	void triggerButtonClick (const String& buttonName);

	/** Adds a textbox to the window for entering strings.

		@param name		 an internal name for the text-box. This is the name to pass to
								the getTextEditorContents() method to find out what the
								user typed-in.
		@param initialContents  a string to show in the text box when it's first shown
		@param onScreenLabel	if this is non-empty, it will be displayed next to the
								text-box to label it.
		@param isPasswordBox	if true, the text editor will display asterisks instead of
								the actual text
		@see getTextEditorContents
	*/
	void addTextEditor (const String& name,
						const String& initialContents,
						const String& onScreenLabel = String::empty,
						bool isPasswordBox = false);

	/** Returns the contents of a named textbox.

		After showing an AlertWindow that contains a text editor, this can be
		used to find out what the user has typed into it.

		@param nameOfTextEditor	 the name of the text box that you're interested in
		@see addTextEditor
	*/
	const String getTextEditorContents (const String& nameOfTextEditor) const;

	/** Returns a pointer to a textbox that was added with addTextEditor(). */
	TextEditor* getTextEditor (const String& nameOfTextEditor) const;

	/** Adds a drop-down list of choices to the box.

		After the box has been shown, the getComboBoxComponent() method can
		be used to find out which item the user picked.

		@param name	 the label to use for the drop-down list
		@param items	the list of items to show in it
		@param onScreenLabel	if this is non-empty, it will be displayed next to the
								combo-box to label it.
		@see getComboBoxComponent
	*/
	void addComboBox (const String& name,
					  const StringArray& items,
					  const String& onScreenLabel = String::empty);

	/** Returns a drop-down list that was added to the AlertWindow.

		@param nameOfList   the name that was passed into the addComboBox() method
							when creating the drop-down
		@returns the ComboBox component, or 0 if none was found for the given name.
	*/
	ComboBox* getComboBoxComponent (const String& nameOfList) const;

	/** Adds a block of text.

		This is handy for adding a multi-line note next to a textbox or combo-box,
		to provide more details about what's going on.
	*/
	void addTextBlock (const String& text);

	/** Adds a progress-bar to the window.

		@param progressValue	a variable that will be repeatedly checked while the
								dialog box is visible, to see how far the process has
								got. The value should be in the range 0 to 1.0
	*/
	void addProgressBarComponent (double& progressValue);

	/** Adds a user-defined component to the dialog box.

		@param component	the component to add - its size should be set up correctly
							before it is passed in. The caller is responsible for deleting
							the component later on - the AlertWindow won't delete it.
	*/
	void addCustomComponent (Component* component);

	/** Returns the number of custom components in the dialog box.

		@see getCustomComponent, addCustomComponent
	*/
	int getNumCustomComponents() const;

	/** Returns one of the custom components in the dialog box.

		@param index	a value 0 to (getNumCustomComponents() - 1). Out-of-range indexes
						will return 0
		@see getNumCustomComponents, addCustomComponent
	*/
	Component* getCustomComponent (int index) const;

	/** Removes one of the custom components in the dialog box.

		Note that this won't delete it, it just removes the component from the window

		@param index	a value 0 to (getNumCustomComponents() - 1). Out-of-range indexes
						will return 0
		@returns	the component that was removed (or zero)
		@see getNumCustomComponents, addCustomComponent
	*/
	Component* removeCustomComponent (int index);

	/** Returns true if the window contains any components other than just buttons.*/
	bool containsAnyExtraComponents() const;

	// easy-to-use message box functions:

	/** Shows a dialog box that just has a message and a single button to get rid of it.

		The box is shown modally, and the method returns after the user
		has clicked the button (or pressed the escape or return keys).

		@param iconType	 the type of icon to show
		@param title	the headline to show at the top of the box
		@param message	  a longer, more descriptive message to show underneath the
							headline
		@param buttonText   the text to show in the button - if this string is empty, the
							default string "ok" (or a localised version) will be used.
		@param associatedComponent   if this is non-zero, it specifies the component that the
							alert window should be associated with. Depending on the look
							and feel, this might be used for positioning of the alert window.
	*/
	static void JUCE_CALLTYPE showMessageBox (AlertIconType iconType,
											  const String& title,
											  const String& message,
											  const String& buttonText = String::empty,
											  Component* associatedComponent = 0);

	/** Shows a dialog box with two buttons.

		Ideal for ok/cancel or yes/no choices. The return key can also be used
		to trigger the first button, and the escape key for the second button.

		@param iconType	 the type of icon to show
		@param title	the headline to show at the top of the box
		@param message	  a longer, more descriptive message to show underneath the
							headline
		@param button1Text  the text to show in the first button - if this string is
							empty, the default string "ok" (or a localised version of it)
							will be used.
		@param button2Text  the text to show in the second button - if this string is
							empty, the default string "cancel" (or a localised version of it)
							will be used.
	 @param associatedComponent   if this is non-zero, it specifies the component that the
							 alert window should be associated with. Depending on the look
							 and feel, this might be used for positioning of the alert window.
	 @returns true if button 1 was clicked, false if it was button 2
	*/
	static bool JUCE_CALLTYPE showOkCancelBox (AlertIconType iconType,
											   const String& title,
											   const String& message,
											   const String& button1Text = String::empty,
											   const String& button2Text = String::empty,
											   Component* associatedComponent = 0);

	/** Shows a dialog box with three buttons.

		Ideal for yes/no/cancel boxes.

		The escape key can be used to trigger the third button.

		@param iconType	 the type of icon to show
		@param title	the headline to show at the top of the box
		@param message	  a longer, more descriptive message to show underneath the
							headline
		@param button1Text  the text to show in the first button - if an empty string, then
							"yes" will be used (or a localised version of it)
		@param button2Text  the text to show in the first button - if an empty string, then
							"no" will be used (or a localised version of it)
		@param button3Text  the text to show in the first button - if an empty string, then
							"cancel" will be used (or a localised version of it)
		@param associatedComponent   if this is non-zero, it specifies the component that the
							alert window should be associated with. Depending on the look
							and feel, this might be used for positioning of the alert window.

		@returns one of the following values:
				 - 0 if the third button was pressed (normally used for 'cancel')
				 - 1 if the first button was pressed (normally used for 'yes')
				 - 2 if the middle button was pressed (normally used for 'no')
	*/
	static int JUCE_CALLTYPE showYesNoCancelBox (AlertIconType iconType,
												 const String& title,
												 const String& message,
												 const String& button1Text = String::empty,
												 const String& button2Text = String::empty,
												 const String& button3Text = String::empty,
												 Component* associatedComponent = 0);

	/** Shows an operating-system native dialog box.

		@param title	the title to use at the top
		@param bodyText	 the longer message to show
		@param isOkCancel   if true, this will show an ok/cancel box, if false,
							it'll show a box with just an ok button
		@returns true if the ok button was pressed, false if they pressed cancel.
	*/
	static bool JUCE_CALLTYPE showNativeDialogBox (const String& title,
												   const String& bodyText,
												   bool isOkCancel);

	/** A set of colour IDs to use to change the colour of various aspects of the alert box.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId	  = 0x1001800,  /**< The background colour for the window. */
		textColourId		= 0x1001810,  /**< The colour for the text. */
		outlineColourId		 = 0x1001820   /**< An optional colour to use to draw a border around the window. */
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void buttonClicked (Button* button);
	/** @internal */
	void lookAndFeelChanged();
	/** @internal */
	void userTriedToCloseWindow();
	/** @internal */
	int getDesktopWindowStyleFlags() const;

private:
	String text;
	TextLayout textLayout;
	AlertIconType alertIconType;
	ComponentBoundsConstrainer constrainer;
	ComponentDragger dragger;
	Rectangle<int> textArea;
	Array<void*> buttons, textBoxes, comboBoxes;
	Array<void*> progressBars, customComps, textBlocks, allComps;
	StringArray textboxNames, comboBoxNames;
	Font font;
	Component* associatedComponent;

	void updateLayout (bool onlyIncreaseSize);

	// disable copy constructor
	AlertWindow (const AlertWindow&);
	AlertWindow& operator= (const AlertWindow&);
};

#endif   // __JUCE_ALERTWINDOW_JUCEHEADER__
/*** End of inlined file: juce_AlertWindow.h ***/

class ToggleButton;
class TextButton;
class AlertWindow;
class TextLayout;
class ScrollBar;
class BubbleComponent;
class ComboBox;
class Button;
class FilenameComponent;
class DocumentWindow;
class ResizableWindow;
class GroupComponent;
class MenuBarComponent;
class DropShadower;
class GlyphArrangement;
class PropertyComponent;
class TableHeaderComponent;
class Toolbar;
class ToolbarItemComponent;
class PopupMenu;
class ProgressBar;
class FileBrowserComponent;
class DirectoryContentsDisplayComponent;
class FilePreviewComponent;
class ImageButton;
class CallOutBox;
class Drawable;

/**
	LookAndFeel objects define the appearance of all the JUCE widgets, and subclasses
	can be used to apply different 'skins' to the application.

*/
class JUCE_API  LookAndFeel
{
public:

	/** Creates the default JUCE look and feel. */
	LookAndFeel();

	/** Destructor. */
	virtual ~LookAndFeel();

	/** Returns the current default look-and-feel for a component to use when it
		hasn't got one explicitly set.

		@see setDefaultLookAndFeel
	*/
	static LookAndFeel& getDefaultLookAndFeel() throw();

	/** Changes the default look-and-feel.

		@param newDefaultLookAndFeel	the new look-and-feel object to use - if this is
										set to 0, it will revert to using the default one. The
										object passed-in must be deleted by the caller when
										it's no longer needed.
		@see getDefaultLookAndFeel
	*/
	static void setDefaultLookAndFeel (LookAndFeel* newDefaultLookAndFeel) throw();

	/** Looks for a colour that has been registered with the given colour ID number.

		If a colour has been set for this ID number using setColour(), then it is
		returned. If none has been set, it will just return Colours::black.

		The colour IDs for various purposes are stored as enums in the components that
		they are relevent to - for an example, see Slider::ColourIds,
		Label::ColourIds, TextEditor::ColourIds, TreeView::ColourIds, etc.

		If you're looking up a colour for use in drawing a component, it's usually
		best not to call this directly, but to use the Component::findColour() method
		instead. That will first check whether a suitable colour has been registered
		directly with the component, and will fall-back on calling the component's
		LookAndFeel's findColour() method if none is found.

		@see setColour, Component::findColour, Component::setColour
	*/
	const Colour findColour (int colourId) const throw();

	/** Registers a colour to be used for a particular purpose.

		For more details, see the comments for findColour().

		@see findColour, Component::findColour, Component::setColour
	*/
	void setColour (int colourId, const Colour& colour) throw();

	/** Returns true if the specified colour ID has been explicitly set using the
		setColour() method.
	*/
	bool isColourSpecified (int colourId) const throw();

	virtual const Typeface::Ptr getTypefaceForFont (const Font& font);

	/** Allows you to change the default sans-serif font.

		If you need to supply your own Typeface object for any of the default fonts, rather
		than just supplying the name (e.g. if you want to use an embedded font), then
		you should instead override getTypefaceForFont() to create and return the typeface.
	*/
	void setDefaultSansSerifTypefaceName (const String& newName);

	/** Override this to get the chance to swap a component's mouse cursor for a
		customised one.
	*/
	virtual const MouseCursor getMouseCursorFor (Component& component);

	/** Draws the lozenge-shaped background for a standard button. */
	virtual void drawButtonBackground (Graphics& g,
									   Button& button,
									   const Colour& backgroundColour,
									   bool isMouseOverButton,
									   bool isButtonDown);

	virtual const Font getFontForTextButton (TextButton& button);

	/** Draws the text for a TextButton. */
	virtual void drawButtonText (Graphics& g,
								 TextButton& button,
								 bool isMouseOverButton,
								 bool isButtonDown);

	/** Draws the contents of a standard ToggleButton. */
	virtual void drawToggleButton (Graphics& g,
								   ToggleButton& button,
								   bool isMouseOverButton,
								   bool isButtonDown);

	virtual void changeToggleButtonWidthToFitText (ToggleButton& button);

	virtual void drawTickBox (Graphics& g,
							  Component& component,
							  float x, float y, float w, float h,
							  bool ticked,
							  bool isEnabled,
							  bool isMouseOverButton,
							  bool isButtonDown);

	/* AlertWindow handling..
	*/
	virtual AlertWindow* createAlertWindow (const String& title,
											const String& message,
											const String& button1,
											const String& button2,
											const String& button3,
											AlertWindow::AlertIconType iconType,
											int numButtons,
											Component* associatedComponent);

	virtual void drawAlertBox (Graphics& g,
							   AlertWindow& alert,
							   const Rectangle<int>& textArea,
							   TextLayout& textLayout);

	virtual int getAlertBoxWindowFlags();

	virtual int getAlertWindowButtonHeight();

	virtual const Font getAlertWindowFont();

	/** Draws a progress bar.

		If the progress value is less than 0 or greater than 1.0, this should draw a spinning
		bar that fills the whole space (i.e. to say that the app is still busy but the progress
		isn't known). It can use the current time as a basis for playing an animation.

		(Used by progress bars in AlertWindow).
	*/
	virtual void drawProgressBar (Graphics& g, ProgressBar& progressBar,
								  int width, int height,
								  double progress, const String& textToShow);

	// Draws a small image that spins to indicate that something's happening..
	// This method should use the current time to animate itself, so just keep
	// repainting it every so often.
	virtual void drawSpinningWaitAnimation (Graphics& g, const Colour& colour,
											int x, int y, int w, int h);

	/** Draws one of the buttons on a scrollbar.

		@param g			the context to draw into
		@param scrollbar		the bar itself
		@param width		the width of the button
		@param height		   the height of the button
		@param buttonDirection	  the direction of the button, where 0 = up, 1 = right, 2 = down, 3 = left
		@param isScrollbarVertical  true if it's a vertical bar, false if horizontal
		@param isMouseOverButton	whether the mouse is currently over the button (also true if it's held down)
		@param isButtonDown	 whether the mouse button's held down
	*/
	virtual void drawScrollbarButton (Graphics& g,
									  ScrollBar& scrollbar,
									  int width, int height,
									  int buttonDirection,
									  bool isScrollbarVertical,
									  bool isMouseOverButton,
									  bool isButtonDown);

	/** Draws the thumb area of a scrollbar.

		@param g			the context to draw into
		@param scrollbar		the bar itself
		@param x			the x position of the left edge of the thumb area to draw in
		@param y			the y position of the top edge of the thumb area to draw in
		@param width		the width of the thumb area to draw in
		@param height		   the height of the thumb area to draw in
		@param isScrollbarVertical  true if it's a vertical bar, false if horizontal
		@param thumbStartPosition   for vertical bars, the y co-ordinate of the top of the
									thumb, or its x position for horizontal bars
		@param thumbSize		for vertical bars, the height of the thumb, or its width for
									horizontal bars. This may be 0 if the thumb shouldn't be drawn.
		@param isMouseOver	  whether the mouse is over the thumb area, also true if the mouse is
									currently dragging the thumb
		@param isMouseDown	  whether the mouse is currently dragging the scrollbar
	*/
	virtual void drawScrollbar (Graphics& g,
								ScrollBar& scrollbar,
								int x, int y,
								int width, int height,
								bool isScrollbarVertical,
								int thumbStartPosition,
								int thumbSize,
								bool isMouseOver,
								bool isMouseDown);

	/** Returns the component effect to use for a scrollbar */
	virtual ImageEffectFilter* getScrollbarEffect();

	/** Returns the minimum length in pixels to use for a scrollbar thumb. */
	virtual int getMinimumScrollbarThumbSize (ScrollBar& scrollbar);

	/** Returns the default thickness to use for a scrollbar. */
	virtual int getDefaultScrollbarWidth();

	/** Returns the length in pixels to use for a scrollbar button. */
	virtual int getScrollbarButtonSize (ScrollBar& scrollbar);

	/** Returns a tick shape for use in yes/no boxes, etc. */
	virtual const Path getTickShape (float height);
	/** Returns a cross shape for use in yes/no boxes, etc. */
	virtual const Path getCrossShape (float height);

	/** Draws the + or - box in a treeview. */
	virtual void drawTreeviewPlusMinusBox (Graphics& g, int x, int y, int w, int h, bool isPlus, bool isMouseOver);

	virtual void fillTextEditorBackground (Graphics& g, int width, int height, TextEditor& textEditor);
	virtual void drawTextEditorOutline (Graphics& g, int width, int height, TextEditor& textEditor);

	// These return a pointer to an internally cached drawable - make sure you don't keep
	// a copy of this pointer anywhere, as it may become invalid in the future.
	virtual const Drawable* getDefaultFolderImage();
	virtual const Drawable* getDefaultDocumentFileImage();

	virtual void createFileChooserHeaderText (const String& title,
											  const String& instructions,
											  GlyphArrangement& destArrangement,
											  int width);

	virtual void drawFileBrowserRow (Graphics& g, int width, int height,
									 const String& filename, Image* icon,
									 const String& fileSizeDescription,
									 const String& fileTimeDescription,
									 bool isDirectory,
									 bool isItemSelected,
									 int itemIndex,
									 DirectoryContentsDisplayComponent& component);

	virtual Button* createFileBrowserGoUpButton();

	virtual void layoutFileBrowserComponent (FileBrowserComponent& browserComp,
											 DirectoryContentsDisplayComponent* fileListComponent,
											 FilePreviewComponent* previewComp,
											 ComboBox* currentPathBox,
											 TextEditor* filenameBox,
											 Button* goUpButton);

	virtual void drawBubble (Graphics& g,
							 float tipX, float tipY,
							 float boxX, float boxY, float boxW, float boxH);

	/** Fills the background of a popup menu component. */
	virtual void drawPopupMenuBackground (Graphics& g, int width, int height);

	/** Draws one of the items in a popup menu. */
	virtual void drawPopupMenuItem (Graphics& g,
									int width, int height,
									bool isSeparator,
									bool isActive,
									bool isHighlighted,
									bool isTicked,
									bool hasSubMenu,
									const String& text,
									const String& shortcutKeyText,
									Image* image,
									const Colour* const textColour);

	/** Returns the size and style of font to use in popup menus. */
	virtual const Font getPopupMenuFont();

	virtual void drawPopupMenuUpDownArrow (Graphics& g,
										   int width, int height,
										   bool isScrollUpArrow);

	/** Finds the best size for an item in a popup menu. */
	virtual void getIdealPopupMenuItemSize (const String& text,
											bool isSeparator,
											int standardMenuItemHeight,
											int& idealWidth,
											int& idealHeight);

	virtual int getMenuWindowFlags();

	virtual void drawMenuBarBackground (Graphics& g, int width, int height,
										bool isMouseOverBar,
										MenuBarComponent& menuBar);

	virtual int getMenuBarItemWidth (MenuBarComponent& menuBar, int itemIndex, const String& itemText);

	virtual const Font getMenuBarFont (MenuBarComponent& menuBar, int itemIndex, const String& itemText);

	virtual void drawMenuBarItem (Graphics& g,
								  int width, int height,
								  int itemIndex,
								  const String& itemText,
								  bool isMouseOverItem,
								  bool isMenuOpen,
								  bool isMouseOverBar,
								  MenuBarComponent& menuBar);

	virtual void drawComboBox (Graphics& g, int width, int height,
							   bool isButtonDown,
							   int buttonX, int buttonY,
							   int buttonW, int buttonH,
							   ComboBox& box);

	virtual const Font getComboBoxFont (ComboBox& box);

	virtual Label* createComboBoxTextBox (ComboBox& box);

	virtual void positionComboBoxText (ComboBox& box, Label& labelToPosition);

	virtual void drawLabel (Graphics& g, Label& label);

	virtual void drawLinearSlider (Graphics& g,
								   int x, int y,
								   int width, int height,
								   float sliderPos,
								   float minSliderPos,
								   float maxSliderPos,
								   const Slider::SliderStyle style,
								   Slider& slider);

	virtual void drawLinearSliderBackground (Graphics& g,
											 int x, int y,
											 int width, int height,
											 float sliderPos,
											 float minSliderPos,
											 float maxSliderPos,
											 const Slider::SliderStyle style,
											 Slider& slider);

	virtual void drawLinearSliderThumb (Graphics& g,
										int x, int y,
										int width, int height,
										float sliderPos,
										float minSliderPos,
										float maxSliderPos,
										const Slider::SliderStyle style,
										Slider& slider);

	virtual int getSliderThumbRadius (Slider& slider);

	virtual void drawRotarySlider (Graphics& g,
								   int x, int y,
								   int width, int height,
								   float sliderPosProportional,
								   float rotaryStartAngle,
								   float rotaryEndAngle,
								   Slider& slider);

	virtual Button* createSliderButton (bool isIncrement);
	virtual Label* createSliderTextBox (Slider& slider);

	virtual ImageEffectFilter* getSliderEffect();

	virtual void getTooltipSize (const String& tipText, int& width, int& height);

	virtual void drawTooltip (Graphics& g, const String& text, int width, int height);

	virtual Button* createFilenameComponentBrowseButton (const String& text);

	virtual void layoutFilenameComponent (FilenameComponent& filenameComp,
										  ComboBox* filenameBox, Button* browseButton);

	virtual void drawCornerResizer (Graphics& g,
									int w, int h,
									bool isMouseOver,
									bool isMouseDragging);

	virtual void drawResizableFrame (Graphics& g,
									int w, int h,
									const BorderSize& borders);

	virtual void fillResizableWindowBackground (Graphics& g, int w, int h,
												const BorderSize& border,
												ResizableWindow& window);

	virtual void drawResizableWindowBorder (Graphics& g,
											int w, int h,
											const BorderSize& border,
											ResizableWindow& window);

	virtual void drawDocumentWindowTitleBar (DocumentWindow& window,
											 Graphics& g, int w, int h,
											 int titleSpaceX, int titleSpaceW,
											 const Image* icon,
											 bool drawTitleTextOnLeft);

	virtual Button* createDocumentWindowButton (int buttonType);

	virtual void positionDocumentWindowButtons (DocumentWindow& window,
												int titleBarX, int titleBarY,
												int titleBarW, int titleBarH,
												Button* minimiseButton,
												Button* maximiseButton,
												Button* closeButton,
												bool positionTitleBarButtonsOnLeft);

	virtual int getDefaultMenuBarHeight();

	virtual DropShadower* createDropShadowerForComponent (Component* component);

	virtual void drawStretchableLayoutResizerBar (Graphics& g,
												  int w, int h,
												  bool isVerticalBar,
												  bool isMouseOver,
												  bool isMouseDragging);

	virtual void drawGroupComponentOutline (Graphics& g, int w, int h,
											const String& text,
											const Justification& position,
											GroupComponent& group);

	virtual void createTabButtonShape (Path& p,
									   int width, int height,
									   int tabIndex,
									   const String& text,
									   Button& button,
									   TabbedButtonBar::Orientation orientation,
									   bool isMouseOver,
									   bool isMouseDown,
									   bool isFrontTab);

	virtual void fillTabButtonShape (Graphics& g,
									 const Path& path,
									 const Colour& preferredBackgroundColour,
									 int tabIndex,
									 const String& text,
									 Button& button,
									 TabbedButtonBar::Orientation orientation,
									 bool isMouseOver,
									 bool isMouseDown,
									 bool isFrontTab);

	virtual void drawTabButtonText (Graphics& g,
									int x, int y, int w, int h,
									const Colour& preferredBackgroundColour,
									int tabIndex,
									const String& text,
									Button& button,
									TabbedButtonBar::Orientation orientation,
									bool isMouseOver,
									bool isMouseDown,
									bool isFrontTab);

	virtual int getTabButtonOverlap (int tabDepth);
	virtual int getTabButtonSpaceAroundImage();

	virtual int getTabButtonBestWidth (int tabIndex,
									   const String& text,
									   int tabDepth,
									   Button& button);

	virtual void drawTabButton (Graphics& g,
								int w, int h,
								const Colour& preferredColour,
								int tabIndex,
								const String& text,
								Button& button,
								TabbedButtonBar::Orientation orientation,
								bool isMouseOver,
								bool isMouseDown,
								bool isFrontTab);

	virtual void drawTabAreaBehindFrontButton (Graphics& g,
											   int w, int h,
											   TabbedButtonBar& tabBar,
											   TabbedButtonBar::Orientation orientation);

	virtual Button* createTabBarExtrasButton();

	virtual void drawImageButton (Graphics& g, Image* image,
								  int imageX, int imageY, int imageW, int imageH,
								  const Colour& overlayColour,
								  float imageOpacity,
								  ImageButton& button);

	virtual void drawTableHeaderBackground (Graphics& g, TableHeaderComponent& header);

	virtual void drawTableHeaderColumn (Graphics& g, const String& columnName, int columnId,
										int width, int height,
										bool isMouseOver, bool isMouseDown,
										int columnFlags);

	virtual void paintToolbarBackground (Graphics& g, int width, int height, Toolbar& toolbar);

	virtual Button* createToolbarMissingItemsButton (Toolbar& toolbar);

	virtual void paintToolbarButtonBackground (Graphics& g, int width, int height,
											   bool isMouseOver, bool isMouseDown,
											   ToolbarItemComponent& component);

	virtual void paintToolbarButtonLabel (Graphics& g, int x, int y, int width, int height,
										  const String& text, ToolbarItemComponent& component);

	virtual void drawPropertyPanelSectionHeader (Graphics& g, const String& name,
												 bool isOpen, int width, int height);

	virtual void drawPropertyComponentBackground (Graphics& g, int width, int height,
												  PropertyComponent& component);

	virtual void drawPropertyComponentLabel (Graphics& g, int width, int height,
											 PropertyComponent& component);

	virtual const Rectangle<int> getPropertyComponentContentPosition (PropertyComponent& component);

	void drawCallOutBoxBackground (CallOutBox& box, Graphics& g, const Path& path);

	virtual void drawLevelMeter (Graphics& g, int width, int height, float level);

	virtual void drawKeymapChangeButton (Graphics& g, int width, int height, Button& button, const String& keyDescription);

	/**
	*/
	virtual void playAlertSound();

	/** Utility function to draw a shiny, glassy circle (for round LED-type buttons). */
	static void drawGlassSphere (Graphics& g,
								 float x, float y,
								 float diameter,
								 const Colour& colour,
								 float outlineThickness) throw();

	static void drawGlassPointer (Graphics& g,
								  float x, float y,
								  float diameter,
								  const Colour& colour, float outlineThickness,
								  int direction) throw();

	/** Utility function to draw a shiny, glassy oblong (for text buttons). */
	static void drawGlassLozenge (Graphics& g,
								  float x, float y,
								  float width, float height,
								  const Colour& colour,
								  float outlineThickness,
								  float cornerSize,
								  bool flatOnLeft, bool flatOnRight,
								  bool flatOnTop, bool flatOnBottom) throw();

	static Drawable* loadDrawableFromData (const void* data, size_t numBytes);

	juce_UseDebuggingNewOperator

private:
	friend JUCE_API void JUCE_CALLTYPE shutdownJuce_GUI();
	static void clearDefaultLookAndFeel() throw(); // called at shutdown

	Array <int> colourIds;
	Array <Colour> colours;

	// default typeface names
	String defaultSans, defaultSerif, defaultFixed;

	ScopedPointer<Drawable> folderImage, documentImage;

	void drawShinyButtonShape (Graphics& g,
							   float x, float y, float w, float h, float maxCornerSize,
							   const Colour& baseColour,
							   float strokeWidth,
							   bool flatOnLeft,
							   bool flatOnRight,
							   bool flatOnTop,
							   bool flatOnBottom) throw();

	// This has been deprecated - see the new parameter list..
	virtual int drawFileBrowserRow (Graphics&, int, int, const String&, Image*, const String&, const String&, bool, bool, int) { return 0; }

	LookAndFeel (const LookAndFeel&);
	LookAndFeel& operator= (const LookAndFeel&);
};

#endif   // __JUCE_LOOKANDFEEL_JUCEHEADER__
/*** End of inlined file: juce_LookAndFeel.h ***/


#endif
#ifndef __JUCE_OLDSCHOOLLOOKANDFEEL_JUCEHEADER__

/*** Start of inlined file: juce_OldSchoolLookAndFeel.h ***/
#ifndef __JUCE_OLDSCHOOLLOOKANDFEEL_JUCEHEADER__
#define __JUCE_OLDSCHOOLLOOKANDFEEL_JUCEHEADER__

/**
	The original Juce look-and-feel.

*/
class JUCE_API  OldSchoolLookAndFeel	: public LookAndFeel
{
public:

	/** Creates the default JUCE look and feel. */
	OldSchoolLookAndFeel();

	/** Destructor. */
	virtual ~OldSchoolLookAndFeel();

	/** Draws the lozenge-shaped background for a standard button. */
	virtual void drawButtonBackground (Graphics& g,
									   Button& button,
									   const Colour& backgroundColour,
									   bool isMouseOverButton,
									   bool isButtonDown);

	/** Draws the contents of a standard ToggleButton. */
	virtual void drawToggleButton (Graphics& g,
								   ToggleButton& button,
								   bool isMouseOverButton,
								   bool isButtonDown);

	virtual void drawTickBox (Graphics& g,
							  Component& component,
							  float x, float y, float w, float h,
							  bool ticked,
							  bool isEnabled,
							  bool isMouseOverButton,
							  bool isButtonDown);

	virtual void drawProgressBar (Graphics& g, ProgressBar& progressBar,
								  int width, int height,
								  double progress, const String& textToShow);

	virtual void drawScrollbarButton (Graphics& g,
									  ScrollBar& scrollbar,
									  int width, int height,
									  int buttonDirection,
									  bool isScrollbarVertical,
									  bool isMouseOverButton,
									  bool isButtonDown);

	virtual void drawScrollbar (Graphics& g,
								ScrollBar& scrollbar,
								int x, int y,
								int width, int height,
								bool isScrollbarVertical,
								int thumbStartPosition,
								int thumbSize,
								bool isMouseOver,
								bool isMouseDown);

	virtual ImageEffectFilter* getScrollbarEffect();

	virtual void drawTextEditorOutline (Graphics& g,
										int width, int height,
										TextEditor& textEditor);

	/** Fills the background of a popup menu component. */
	virtual void drawPopupMenuBackground (Graphics& g, int width, int height);

	virtual void drawMenuBarBackground (Graphics& g, int width, int height,
										bool isMouseOverBar,
										MenuBarComponent& menuBar);

	virtual void drawComboBox (Graphics& g, int width, int height,
							   bool isButtonDown,
							   int buttonX, int buttonY,
							   int buttonW, int buttonH,
							   ComboBox& box);

	virtual const Font getComboBoxFont (ComboBox& box);

	virtual void drawLinearSlider (Graphics& g,
								   int x, int y,
								   int width, int height,
								   float sliderPos,
								   float minSliderPos,
								   float maxSliderPos,
								   const Slider::SliderStyle style,
								   Slider& slider);

	virtual int getSliderThumbRadius (Slider& slider);

	virtual Button* createSliderButton (bool isIncrement);

	virtual ImageEffectFilter* getSliderEffect();

	virtual void drawCornerResizer (Graphics& g,
									int w, int h,
									bool isMouseOver,
									bool isMouseDragging);

	virtual Button* createDocumentWindowButton (int buttonType);

	virtual void positionDocumentWindowButtons (DocumentWindow& window,
												int titleBarX, int titleBarY,
												int titleBarW, int titleBarH,
												Button* minimiseButton,
												Button* maximiseButton,
												Button* closeButton,
												bool positionTitleBarButtonsOnLeft);

	juce_UseDebuggingNewOperator

private:
	DropShadowEffect scrollbarShadow;

	OldSchoolLookAndFeel (const OldSchoolLookAndFeel&);
	OldSchoolLookAndFeel& operator= (const OldSchoolLookAndFeel&);
};

#endif   // __JUCE_OLDSCHOOLLOOKANDFEEL_JUCEHEADER__
/*** End of inlined file: juce_OldSchoolLookAndFeel.h ***/


#endif
#ifndef __JUCE_MENUBARCOMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_MENUBARMODEL_JUCEHEADER__

#endif
#ifndef __JUCE_POPUPMENU_JUCEHEADER__

#endif
#ifndef __JUCE_POPUPMENUCUSTOMCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_PopupMenuCustomComponent.h ***/
#ifndef __JUCE_POPUPMENUCUSTOMCOMPONENT_JUCEHEADER__
#define __JUCE_POPUPMENUCUSTOMCOMPONENT_JUCEHEADER__

/** A user-defined copmonent that can appear inside one of the rows of a popup menu.

	@see PopupMenu::addCustomItem
*/
class JUCE_API  PopupMenuCustomComponent  : public Component,
											public ReferenceCountedObject
{
public:
	/** Destructor. */
	~PopupMenuCustomComponent();

	/** Chooses the size that this component would like to have.

		Note that the size which this method returns isn't necessarily the one that
		the menu will give it, as it will be stretched to fit the other items in
		the menu.
	*/
	virtual void getIdealSize (int& idealWidth,
							   int& idealHeight) = 0;

	/** Dismisses the menu indicating that this item has been chosen.

		This will cause the menu to exit from its modal state, returning
		this item's id as the result.
	*/
	void triggerMenuItem();

	/** Returns true if this item should be highlighted because the mouse is
		over it.

		You can call this method in your paint() method to find out whether
		to draw a highlight.
	*/
	bool isItemHighlighted() const throw()		   { return isHighlighted; }

protected:
	/** Constructor.

		If isTriggeredAutomatically is true, then the menu will automatically detect
		a click on this component and use that to trigger it. If it's false, then it's
		up to your class to manually trigger the item if it wants to.
	*/
	PopupMenuCustomComponent (bool isTriggeredAutomatically = true);

private:
	friend class PopupMenu;
	friend class PopupMenu::ItemComponent;
	friend class PopupMenu::Window;
	bool isHighlighted, isTriggeredAutomatically;

	PopupMenuCustomComponent (const PopupMenuCustomComponent&);
	PopupMenuCustomComponent& operator= (const PopupMenuCustomComponent&);
};

#endif   // __JUCE_POPUPMENUCUSTOMCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_PopupMenuCustomComponent.h ***/


#endif
#ifndef __JUCE_COMPONENTDRAGGER_JUCEHEADER__

#endif
#ifndef __JUCE_DRAGANDDROPCONTAINER_JUCEHEADER__

#endif
#ifndef __JUCE_DRAGANDDROPTARGET_JUCEHEADER__

#endif
#ifndef __JUCE_FILEDRAGANDDROPTARGET_JUCEHEADER__

#endif
#ifndef __JUCE_LASSOCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_LassoComponent.h ***/
#ifndef __JUCE_LASSOCOMPONENT_JUCEHEADER__
#define __JUCE_LASSOCOMPONENT_JUCEHEADER__


/*** Start of inlined file: juce_SelectedItemSet.h ***/
#ifndef __JUCE_SELECTEDITEMSET_JUCEHEADER__
#define __JUCE_SELECTEDITEMSET_JUCEHEADER__

/** Manages a list of selectable items.

	Use one of these to keep a track of things that the user has highlighted, like
	icons or things in a list.

	The class is templated so that you can use it to hold either a set of pointers
	to objects, or a set of ID numbers or handles, for cases where each item may
	not always have a corresponding object.

	To be informed when items are selected/deselected, register a ChangeListener with
	this object.

	@see SelectableObject
*/
template <class SelectableItemType>
class JUCE_API  SelectedItemSet   : public ChangeBroadcaster
{
public:

	typedef SelectableItemType ItemType;
	typedef PARAMETER_TYPE (SelectableItemType) ParameterType;

	/** Creates an empty set. */
	SelectedItemSet()
	{
	}

	/** Creates a set based on an array of items. */
	explicit SelectedItemSet (const Array <SelectableItemType>& items)
		: selectedItems (items)
	{
	}

	/** Creates a copy of another set. */
	SelectedItemSet (const SelectedItemSet& other)
		: selectedItems (other.selectedItems)
	{
	}

	/** Creates a copy of another set. */
	SelectedItemSet& operator= (const SelectedItemSet& other)
	{
		if (selectedItems != other.selectedItems)
		{
			selectedItems = other.selectedItems;
			changed();
		}

		return *this;
	}

	/** Destructor. */
	~SelectedItemSet()
	{
	}

	/** Clears any other currently selected items, and selects this item.

		If this item is already the only thing selected, no change notification
		will be sent out.

		@see addToSelection, addToSelectionBasedOnModifiers
	*/
	void selectOnly (ParameterType item)
	{
		if (isSelected (item))
		{
			for (int i = selectedItems.size(); --i >= 0;)
			{
				if (selectedItems.getUnchecked(i) != item)
				{
					deselect (selectedItems.getUnchecked(i));
					i = jmin (i, selectedItems.size());
				}
			}
		}
		else
		{
			deselectAll();
			changed();

			selectedItems.add (item);
			itemSelected (item);
		}
	}

	/** Selects an item.

		If the item is already selected, no change notification will be sent out.

		@see selectOnly, addToSelectionBasedOnModifiers
	*/
	void addToSelection (ParameterType item)
	{
		if (! isSelected (item))
		{
			changed();

			selectedItems.add (item);
			itemSelected (item);
		}
	}

	/** Selects or deselects an item.

		This will use the modifier keys to decide whether to deselect other items
		first.

		So if the shift key is held down, the item will be added without deselecting
		anything (same as calling addToSelection() )

		If no modifiers are down, the current selection will be cleared first (same
		as calling selectOnly() )

		If the ctrl (or command on the Mac) key is held down, the item will be toggled -
		so it'll be added to the set unless it's already there, in which case it'll be
		deselected.

		If the items that you're selecting can also be dragged, you may need to use the
		addToSelectionOnMouseDown() and addToSelectionOnMouseUp() calls to handle the
		subtleties of this kind of usage.

		@see selectOnly, addToSelection, addToSelectionOnMouseDown, addToSelectionOnMouseUp
	*/
	void addToSelectionBasedOnModifiers (ParameterType item,
										 const ModifierKeys& modifiers)
	{
		if (modifiers.isShiftDown())
		{
			addToSelection (item);
		}
		else if (modifiers.isCommandDown())
		{
			if (isSelected (item))
				deselect (item);
			else
				addToSelection (item);
		}
		else
		{
			selectOnly (item);
		}
	}

	/** Selects or deselects items that can also be dragged, based on a mouse-down event.

		If you call addToSelectionOnMouseDown() at the start of your mouseDown event,
		and then call addToSelectionOnMouseUp() at the end of your mouseUp event, this
		makes it easy to handle multiple-selection of sets of objects that can also
		be dragged.

		For example, if you have several items already selected, and you click on
		one of them (without dragging), then you'd expect this to deselect the other, and
		just select the item you clicked on. But if you had clicked on this item and
		dragged it, you'd have expected them all to stay selected.

		When you call this method, you'll need to store the boolean result, because the
		addToSelectionOnMouseUp() method will need to be know this value.

		@see addToSelectionOnMouseUp, addToSelectionBasedOnModifiers
	*/
	bool addToSelectionOnMouseDown (ParameterType item,
									const ModifierKeys& modifiers)
	{
		if (isSelected (item))
		{
			return ! modifiers.isPopupMenu();
		}
		else
		{
			addToSelectionBasedOnModifiers (item, modifiers);
			return false;
		}
	}

	/** Selects or deselects items that can also be dragged, based on a mouse-up event.

		Call this during a mouseUp callback, when you have previously called the
		addToSelectionOnMouseDown() method during your mouseDown event.

		See addToSelectionOnMouseDown() for more info

		@param item		 the item to select (or deselect)
		@param modifiers	the modifiers from the mouse-up event
		@param wasItemDragged   true if your item was dragged during the mouse click
		@param resultOfMouseDownSelectMethod	this is the boolean return value that came
								back from the addToSelectionOnMouseDown() call that you
								should have made during the matching mouseDown event
	*/
	void addToSelectionOnMouseUp (ParameterType item,
								  const ModifierKeys& modifiers,
								  const bool wasItemDragged,
								  const bool resultOfMouseDownSelectMethod)
	{
		if (resultOfMouseDownSelectMethod && ! wasItemDragged)
			addToSelectionBasedOnModifiers (item, modifiers);
	}

	/** Deselects an item. */
	void deselect (ParameterType item)
	{
		const int i = selectedItems.indexOf (item);

		if (i >= 0)
		{
			changed();
			itemDeselected (selectedItems.remove (i));
		}
	}

	/** Deselects all items. */
	void deselectAll()
	{
		if (selectedItems.size() > 0)
		{
			changed();

			for (int i = selectedItems.size(); --i >= 0;)
			{
				itemDeselected (selectedItems.remove (i));
				i = jmin (i, selectedItems.size());
			}
		}
	}

	/** Returns the number of currently selected items.

		@see getSelectedItem
	*/
	int getNumSelected() const throw()
	{
		return selectedItems.size();
	}

	/** Returns one of the currently selected items.

		Returns 0 if the index is out-of-range.

		@see getNumSelected
	*/
	SelectableItemType getSelectedItem (const int index) const throw()
	{
		return selectedItems [index];
	}

	/** True if this item is currently selected. */
	bool isSelected (ParameterType item) const throw()
	{
		return selectedItems.contains (item);
	}

	const Array <SelectableItemType>& getItemArray() const throw()	  { return selectedItems; }

	/** Can be overridden to do special handling when an item is selected.

		For example, if the item is an object, you might want to call it and tell
		it that it's being selected.
	*/
	virtual void itemSelected (SelectableItemType item)			 { (void) item; }

	/** Can be overridden to do special handling when an item is deselected.

		For example, if the item is an object, you might want to call it and tell
		it that it's being deselected.
	*/
	virtual void itemDeselected (SelectableItemType item)		   { (void) item; }

	/** Used internally, but can be called to force a change message to be sent to the ChangeListeners.
	*/
	void changed (const bool synchronous = false)
	{
		if (synchronous)
			sendSynchronousChangeMessage (this);
		else
			sendChangeMessage (this);
	}

	juce_UseDebuggingNewOperator

private:
	Array <SelectableItemType> selectedItems;
};

#endif   // __JUCE_SELECTEDITEMSET_JUCEHEADER__
/*** End of inlined file: juce_SelectedItemSet.h ***/

/**
	A class used by the LassoComponent to manage the things that it selects.

	This allows the LassoComponent to find out which items are within the lasso,
	and to change the list of selected items.

	@see LassoComponent, SelectedItemSet
*/
template <class SelectableItemType>
class LassoSource
{
public:
	/** Destructor. */
	virtual ~LassoSource() {}

	/** Returns the set of items that lie within a given lassoable region.

		Your implementation of this method must find all the relevent items that lie
		within the given rectangle. and add them to the itemsFound array.

		The co-ordinates are relative to the top-left of the lasso component's parent
		component. (i.e. they are the same as the size and position of the lasso
		component itself).
	*/
	virtual void findLassoItemsInArea (Array <SelectableItemType>& itemsFound,
									   const Rectangle<int>& area) = 0;

	/** Returns the SelectedItemSet that the lasso should update.

		This set will be continuously updated by the LassoComponent as it gets
		dragged around, so make sure that you've got a ChangeListener attached to
		the set so that your UI objects will know when the selection changes and
		be able to update themselves appropriately.
	*/
	virtual SelectedItemSet <SelectableItemType>& getLassoSelection() = 0;
};

/**
	A component that acts as a rectangular selection region, which you drag with
	the mouse to select groups of objects (in conjunction with a SelectedItemSet).

	To use one of these:

	- In your mouseDown or mouseDrag event, add the LassoComponent to your parent
	  component, and call its beginLasso() method, giving it a
	  suitable LassoSource object that it can use to find out which items are in
	  the active area.

	- Each time your parent component gets a mouseDrag event, call dragLasso()
	  to update the lasso's position - it will use its LassoSource to calculate and
	  update the current selection.

	- After the drag has finished and you get a mouseUp callback, you should call
	  endLasso() to clean up. This will make the lasso component invisible, and you
	  can remove it from the parent component, or delete it.

	The class takes into account the modifier keys that are being held down while
	the lasso is being dragged, so if shift is pressed, then any lassoed items will
	be added to the original selection; if ctrl or command is pressed, they will be
	xor'ed with any previously selected items.

	@see LassoSource, SelectedItemSet
*/
template <class SelectableItemType>
class LassoComponent  : public Component
{
public:

	/** Creates a Lasso component.

		The fill colour is used to fill the lasso'ed rectangle, and the outline
		colour is used to draw a line around its edge.
	*/
	explicit LassoComponent (const int outlineThickness_ = 1)
		: source (0),
		  outlineThickness (outlineThickness_)
	{
	}

	/** Destructor. */
	~LassoComponent()
	{
	}

	/** Call this in your mouseDown event, to initialise a drag.

		Pass in a suitable LassoSource object which the lasso will use to find
		the items and change the selection.

		After using this method to initialise the lasso, repeatedly call dragLasso()
		in your component's mouseDrag callback.

		@see dragLasso, endLasso, LassoSource
	*/
	void beginLasso (const MouseEvent& e,
					 LassoSource <SelectableItemType>* const lassoSource)
	{
		jassert (source == 0);  // this suggests that you didn't call endLasso() after the last drag...
		jassert (lassoSource != 0); // the source can't be null!
		jassert (getParentComponent() != 0);  // you need to add this to a parent component for it to work!

		source = lassoSource;

		if (lassoSource != 0)
			originalSelection = lassoSource->getLassoSelection().getItemArray();

		setSize (0, 0);
		dragStartPos = e.getMouseDownPosition();
	}

	/** Call this in your mouseDrag event, to update the lasso's position.

		This must be repeatedly calling when the mouse is dragged, after you've
		first initialised the lasso with beginLasso().

		This method takes into account the modifier keys that are being held down, so
		if shift is pressed, then the lassoed items will be added to any that were
		previously selected; if ctrl or command is pressed, then they will be xor'ed
		with previously selected items.

		@see beginLasso, endLasso
	*/
	void dragLasso (const MouseEvent& e)
	{
		if (source != 0)
		{
			setBounds (Rectangle<int> (dragStartPos, e.getPosition()));
			setVisible (true);

			Array <SelectableItemType> itemsInLasso;
			source->findLassoItemsInArea (itemsInLasso, getBounds());

			if (e.mods.isShiftDown())
			{
				itemsInLasso.removeValuesIn (originalSelection); //  to avoid duplicates
				itemsInLasso.addArray (originalSelection);
			}
			else if (e.mods.isCommandDown() || e.mods.isAltDown())
			{
				Array <SelectableItemType> originalMinusNew (originalSelection);
				originalMinusNew.removeValuesIn (itemsInLasso);

				itemsInLasso.removeValuesIn (originalSelection);
				itemsInLasso.addArray (originalMinusNew);
			}

			source->getLassoSelection() = SelectedItemSet <SelectableItemType> (itemsInLasso);
		}
	}

	/** Call this in your mouseUp event, after the lasso has been dragged.

		@see beginLasso, dragLasso
	*/
	void endLasso()
	{
		source = 0;
		originalSelection.clear();
		setVisible (false);
	}

	/** A set of colour IDs to use to change the colour of various aspects of the label.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		Note that you can also use the constants from TextEditor::ColourIds to change the
		colour of the text editor that is opened when a label is editable.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		lassoFillColourId	   = 0x1000440, /**< The colour to fill the lasso rectangle with. */
		lassoOutlineColourId	= 0x1000441, /**< The colour to draw the outline with. */
	};

	/** @internal */
	void paint (Graphics& g)
	{
		g.fillAll (findColour (lassoFillColourId));

		g.setColour (findColour (lassoOutlineColourId));
		g.drawRect (0, 0, getWidth(), getHeight(), outlineThickness);

		// this suggests that you've left a lasso comp lying around after the
		// mouse drag has finished.. Be careful to call endLasso() when you get a
		// mouse-up event.
		jassert (isMouseButtonDownAnywhere());
	}

	/** @internal */
	bool hitTest (int, int)		 { return false; }

	juce_UseDebuggingNewOperator

private:
	Array <SelectableItemType> originalSelection;
	LassoSource <SelectableItemType>* source;
	int outlineThickness;
	Point<int> dragStartPos;
};

#endif   // __JUCE_LASSOCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_LassoComponent.h ***/


#endif
#ifndef __JUCE_MOUSECURSOR_JUCEHEADER__

#endif
#ifndef __JUCE_MOUSEEVENT_JUCEHEADER__

#endif
#ifndef __JUCE_MOUSEHOVERDETECTOR_JUCEHEADER__

/*** Start of inlined file: juce_MouseHoverDetector.h ***/
#ifndef __JUCE_MOUSEHOVERDETECTOR_JUCEHEADER__
#define __JUCE_MOUSEHOVERDETECTOR_JUCEHEADER__

/**
	Monitors a component for mouse activity, and triggers a callback
	when the mouse hovers in one place for a specified length of time.

	To use a hover-detector, just create one and call its setHoverComponent()
	method to start it watching a component. You can call setHoverComponent (0)
	to make it inactive.

	(Be careful not to delete a component that's being monitored without first
	stopping or deleting the hover detector).
*/
class JUCE_API  MouseHoverDetector
{
public:

	/** Creates a hover detector.

		Initially the object is inactive, and you need to tell it which component
		to monitor, using the setHoverComponent() method.

		@param hoverTimeMillisecs   the number of milliseconds for which the mouse
									needs to stay still before the mouseHovered() method
									is invoked. You can change this setting later with
									the setHoverTimeMillisecs() method
	*/
	MouseHoverDetector (int hoverTimeMillisecs = 400);

	/** Destructor. */
	virtual ~MouseHoverDetector();

	/** Changes the time for which the mouse has to stay still before it's considered
		to be hovering.
	*/
	void setHoverTimeMillisecs (int newTimeInMillisecs);

	/** Changes the component that's being monitored for hovering.

		Be careful not to delete a component that's being monitored without first
		stopping or deleting the hover detector.
	*/
	void setHoverComponent (Component* newSourceComponent);

protected:

	/** Called back when the mouse hovers.

		After the mouse has stayed still over the component for the length of time
		specified by setHoverTimeMillisecs(), this method will be invoked.

		When the mouse is first moved after this callback has occurred, the
		mouseMovedAfterHover() method will be called.

		@param mouseX   the mouse's X position relative to the component being monitored
		@param mouseY   the mouse's Y position relative to the component being monitored
	*/
	virtual void mouseHovered (int mouseX,
							   int mouseY) = 0;

	/** Called when the mouse is moved away after just having hovered. */
	virtual void mouseMovedAfterHover() = 0;

private:

	class JUCE_API  HoverDetectorInternal  : public MouseListener,
											 public Timer
	{
	public:
		MouseHoverDetector* owner;
		int lastX, lastY;

		void timerCallback();
		void mouseEnter (const MouseEvent&);
		void mouseExit (const MouseEvent&);
		void mouseDown (const MouseEvent&);
		void mouseUp (const MouseEvent&);
		void mouseMove (const MouseEvent&);
		void mouseWheelMove (const MouseEvent&, float, float);

	} internalTimer;

	friend class HoverDetectorInternal;

	Component* source;
	int hoverTimeMillisecs;
	bool hasJustHovered;

	void hoverTimerCallback();
	void checkJustHoveredCallback();

	MouseHoverDetector (const MouseHoverDetector&);
	MouseHoverDetector& operator= (const MouseHoverDetector&);
};

#endif   // __JUCE_MOUSEHOVERDETECTOR_JUCEHEADER__
/*** End of inlined file: juce_MouseHoverDetector.h ***/


#endif
#ifndef __JUCE_MOUSEINPUTSOURCE_JUCEHEADER__

/*** Start of inlined file: juce_MouseInputSource.h ***/
#ifndef __JUCE_MOUSEINPUTSOURCE_JUCEHEADER__
#define __JUCE_MOUSEINPUTSOURCE_JUCEHEADER__

class Component;
class ComponentPeer;
class MouseInputSourceInternal;

/**
	Represents a linear source of mouse events from a mouse device or individual finger
	in a multi-touch environment.

	Each MouseEvent object contains a reference to the MouseInputSource that generated
	it. In an environment with a single mouse for input, all events will come from the
	same source, but in a multi-touch system, there may be multiple MouseInputSource
	obects active, each representing a stream of events coming from a particular finger.

	Events coming from a single MouseInputSource are always sent in a fixed and predictable
	order: a mouseMove will never be called without a mouseEnter having been sent beforehand,
	the only events that can happen between a mouseDown and its corresponding mouseUp are
	mouseDrags, etc.
	When there are multiple touches arriving from multiple MouseInputSources, their
	event streams may arrive in an interleaved order, so you should use the getIndex()
	method to find out which finger each event came from.

	@see MouseEvent
*/
class JUCE_API  MouseInputSource
{
public:

	/** Creates a MouseInputSource.
		You should never actually create a MouseInputSource in your own code - the
		library takes care of managing these objects.
	*/
	MouseInputSource (int index, bool isMouseDevice);

	/** Destructor. */
	~MouseInputSource();

	/** Returns true if this object represents a normal desk-based mouse device. */
	bool isMouse() const;

	/** Returns true if this object represents a source of touch events - i.e. a finger or stylus. */
	bool isTouch() const;

	/** Returns true if this source has an on-screen pointer that can hover over
		items without clicking them.
	*/
	bool canHover() const;

	/** Returns true if this source may have a scroll wheel. */
	bool hasMouseWheel() const;

	/** Returns this source's index in the global list of possible sources.
		If the system only has a single mouse, there will only be a single MouseInputSource
		with an index of 0.

		If the system supports multi-touch input, then the index will represent a finger
		number, starting from 0. When the first touch event begins, it will have finger
		number 0, and then if a second touch happens while the first is still down, it
		will have index 1, etc.
	*/
	int getIndex() const;

	/** Returns true if this device is currently being pressed. */
	bool isDragging() const;

	/** Returns the last-known screen position of this source. */
	const Point<int> getScreenPosition() const;

	/** Returns a set of modifiers that indicate which buttons are currently
		held down on this device.
	*/
	const ModifierKeys getCurrentModifiers() const;

	/** Returns the component that was last known to be under this pointer. */
	Component* getComponentUnderMouse() const;

	/** Tells the device to dispatch a mouse-move event.
		This is asynchronous - the event will occur on the message thread.
	*/
	void triggerFakeMove() const;

	/** Returns the number of clicks that should be counted as belonging to the
		current mouse event.
		So the mouse is currently down and it's the second click of a double-click, this
		will return 2.
	*/
	int getNumberOfMultipleClicks() const throw();

	/** Returns the time at which the last mouse-down occurred. */
	const Time getLastMouseDownTime() const throw();

	/** Returns the screen position at which the last mouse-down occurred. */
	const Point<int> getLastMouseDownPosition() const throw();

	/** Returns true if this mouse is currently down, and if it has been dragged more
		than a couple of pixels from the place it was pressed.
	*/
	bool hasMouseMovedSignificantlySincePressed() const throw();

	bool hasMouseCursor() const throw();
	void showMouseCursor (const MouseCursor& cursor);
	void hideCursor();
	void revealCursor();
	void forceMouseCursorUpdate();

	bool canDoUnboundedMovement() const throw();

	/** Allows the mouse to move beyond the edges of the screen.

		Calling this method when the mouse button is currently pressed will remove the cursor
		from the screen and allow the mouse to (seem to) move beyond the edges of the screen.

		This means that the co-ordinates returned to mouseDrag() will be unbounded, and this
		can be used for things like custom slider controls or dragging objects around, where
		movement would be otherwise be limited by the mouse hitting the edges of the screen.

		The unbounded mode is automatically turned off when the mouse button is released, or
		it can be turned off explicitly by calling this method again.

		@param isEnabled				whether to turn this mode on or off
		@param keepCursorVisibleUntilOffscreen	  if set to false, the cursor will immediately be
													hidden; if true, it will only be hidden when it
													is moved beyond the edge of the screen
	*/
	void enableUnboundedMouseMovement (bool isEnabled, bool keepCursorVisibleUntilOffscreen = false);

	juce_UseDebuggingNewOperator

	/** @internal */
	void handleEvent (ComponentPeer* peer, const Point<int>& positionWithinPeer, int64 time, const ModifierKeys& mods);
	/** @internal */
	void handleWheel (ComponentPeer* peer, const Point<int>& positionWithinPeer, int64 time, float x, float y);

private:
	friend class Desktop;
	friend class ComponentPeer;
	friend class MouseInputSourceInternal;
	ScopedPointer<MouseInputSourceInternal> pimpl;

	MouseInputSource (const MouseInputSource&);
	MouseInputSource& operator= (const MouseInputSource&);
};

#endif   // __JUCE_MOUSEINPUTSOURCE_JUCEHEADER__
/*** End of inlined file: juce_MouseInputSource.h ***/


#endif
#ifndef __JUCE_MOUSELISTENER_JUCEHEADER__

#endif
#ifndef __JUCE_TOOLTIPCLIENT_JUCEHEADER__

#endif
#ifndef __JUCE_BOOLEANPROPERTYCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_BooleanPropertyComponent.h ***/
#ifndef __JUCE_BOOLEANPROPERTYCOMPONENT_JUCEHEADER__
#define __JUCE_BOOLEANPROPERTYCOMPONENT_JUCEHEADER__

/**
	A PropertyComponent that contains an on/off toggle button.

	This type of property component can be used if you have a boolean value to
	toggle on/off.

	@see PropertyComponent
*/
class JUCE_API  BooleanPropertyComponent  : public PropertyComponent,
											private ButtonListener // (can't use Button::Listener due to idiotic VC2005 bug)
{
protected:

	/** Creates a button component.

		If you use this constructor, you must override the getState() and setState()
		methods.

		@param propertyName	 the property name to be passed to the PropertyComponent
		@param buttonTextWhenTrue   the text shown in the button when the value is true
		@param buttonTextWhenFalse  the text shown in the button when the value is false
	*/
	BooleanPropertyComponent (const String& propertyName,
							  const String& buttonTextWhenTrue,
							  const String& buttonTextWhenFalse);

public:
	/** Creates a button component.

		@param valueToControl	   a Value object that this property should refer to.
		@param propertyName	 the property name to be passed to the PropertyComponent
		@param buttonText	   the text shown in the ToggleButton component
	*/
	BooleanPropertyComponent (const Value& valueToControl,
							  const String& propertyName,
							  const String& buttonText);

	/** Destructor. */
	~BooleanPropertyComponent();

	/** Called to change the state of the boolean value. */
	virtual void setState (bool newState);

	/** Must return the current value of the property. */
	virtual bool getState() const;

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void refresh();
	/** @internal */
	void buttonClicked (Button*);

	juce_UseDebuggingNewOperator

private:
	ToggleButton button;
	String onText, offText;

	BooleanPropertyComponent (const BooleanPropertyComponent&);
	BooleanPropertyComponent& operator= (const BooleanPropertyComponent&);
};

#endif   // __JUCE_BOOLEANPROPERTYCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_BooleanPropertyComponent.h ***/


#endif
#ifndef __JUCE_BUTTONPROPERTYCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_ButtonPropertyComponent.h ***/
#ifndef __JUCE_BUTTONPROPERTYCOMPONENT_JUCEHEADER__
#define __JUCE_BUTTONPROPERTYCOMPONENT_JUCEHEADER__

/**
	A PropertyComponent that contains a button.

	This type of property component can be used if you need a button to trigger some
	kind of action.

	@see PropertyComponent
*/
class JUCE_API  ButtonPropertyComponent  : public PropertyComponent,
										   private ButtonListener // (can't use Button::Listener due to idiotic VC2005 bug)
{
public:

	/** Creates a button component.

		@param propertyName	 the property name to be passed to the PropertyComponent
		@param triggerOnMouseDown   this is passed to the Button::setTriggeredOnMouseDown() method
	*/
	ButtonPropertyComponent (const String& propertyName,
							 bool triggerOnMouseDown);

	/** Destructor. */
	~ButtonPropertyComponent();

	/** Called when the user clicks the button.
	*/
	virtual void buttonClicked() = 0;

	/** Returns the string that should be displayed in the button.

		If you need to change this string, call refresh() to update the component.
	*/
	virtual const String getButtonText() const = 0;

	/** @internal */
	void refresh();
	/** @internal */
	void buttonClicked (Button*);

	juce_UseDebuggingNewOperator

private:
	TextButton button;

	ButtonPropertyComponent (const ButtonPropertyComponent&);
	ButtonPropertyComponent& operator= (const ButtonPropertyComponent&);
};

#endif   // __JUCE_BUTTONPROPERTYCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_ButtonPropertyComponent.h ***/


#endif
#ifndef __JUCE_CHOICEPROPERTYCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_ChoicePropertyComponent.h ***/
#ifndef __JUCE_CHOICEPROPERTYCOMPONENT_JUCEHEADER__
#define __JUCE_CHOICEPROPERTYCOMPONENT_JUCEHEADER__

/**
	A PropertyComponent that shows its value as a combo box.

	This type of property component contains a list of options and has a
	combo box to choose one.

	Your subclass's constructor must add some strings to the choices StringArray
	and these are shown in the list.

	The getIndex() method will be called to find out which option is the currently
	selected one. If you call refresh() it will call getIndex() to check whether
	the value has changed, and will update the combo box if needed.

	If the user selects a different item from the list, setIndex() will be
	called to let your class process this.

	@see PropertyComponent, PropertyPanel
*/
class JUCE_API  ChoicePropertyComponent	: public PropertyComponent,
											 private ComboBoxListener  // (can't use ComboBox::Listener due to idiotic VC2005 bug)
{
protected:
	/** Creates the component.

		Your subclass's constructor must add a list of options to the choices
		member variable.
	*/
	ChoicePropertyComponent (const String& propertyName);

public:
	/** Creates the component.

		@param valueToControl	   the value that the combo box will read and control
		@param propertyName	 the name of the property
		@param choices		  the list of possible values that the drop-down list will contain
		@param correspondingValues  a list of values corresponding to each item in the 'choices' StringArray.
									These are the values that will be read and written to the
									valueToControl value. This array must contain the same number of items
									as the choices array
	*/
	ChoicePropertyComponent (const Value& valueToControl,
							 const String& propertyName,
							 const StringArray& choices,
							 const Array <var>& correspondingValues);

	/** Destructor. */
	~ChoicePropertyComponent();

	/** Called when the user selects an item from the combo box.

		Your subclass must use this callback to update the value that this component
		represents. The index is the index of the chosen item in the choices
		StringArray.
	*/
	virtual void setIndex (int newIndex);

	/** Returns the index of the item that should currently be shown.

		This is the index of the item in the choices StringArray that will be
		shown.
	*/
	virtual int getIndex() const;

	/** Returns the list of options. */
	const StringArray& getChoices() const;

	/** @internal */
	void refresh();
	/** @internal */
	void comboBoxChanged (ComboBox*);

	juce_UseDebuggingNewOperator

protected:
	/** The list of options that will be shown in the combo box.

		Your subclass must populate this array in its constructor. If any empty
		strings are added, these will be replaced with horizontal separators (see
		ComboBox::addSeparator() for more info).
	*/
	StringArray choices;

private:
	ComboBox comboBox;
	bool isCustomClass;

	class RemapperValueSource;
	void createComboBox();

	ChoicePropertyComponent (const ChoicePropertyComponent&);
	ChoicePropertyComponent& operator= (const ChoicePropertyComponent&);
};

#endif   // __JUCE_CHOICEPROPERTYCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_ChoicePropertyComponent.h ***/


#endif
#ifndef __JUCE_PROPERTYCOMPONENT_JUCEHEADER__

#endif
#ifndef __JUCE_PROPERTYPANEL_JUCEHEADER__

#endif
#ifndef __JUCE_SLIDERPROPERTYCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_SliderPropertyComponent.h ***/
#ifndef __JUCE_SLIDERPROPERTYCOMPONENT_JUCEHEADER__
#define __JUCE_SLIDERPROPERTYCOMPONENT_JUCEHEADER__

/**
	A PropertyComponent that shows its value as a slider.

	@see PropertyComponent, Slider
*/
class JUCE_API  SliderPropertyComponent   : public PropertyComponent,
											private SliderListener  // (can't use Slider::Listener due to idiotic VC2005 bug)
{
protected:

	/** Creates the property component.

		The ranges, interval and skew factor are passed to the Slider component.

		If you need to customise the slider in other ways, your constructor can
		access the slider member variable and change it directly.
	*/
	SliderPropertyComponent (const String& propertyName,
							 double rangeMin,
							 double rangeMax,
							 double interval,
							 double skewFactor = 1.0);

public:

	/** Creates the property component.

		The ranges, interval and skew factor are passed to the Slider component.

		If you need to customise the slider in other ways, your constructor can
		access the slider member variable and change it directly.
	*/
	SliderPropertyComponent (const Value& valueToControl,
							 const String& propertyName,
							 double rangeMin,
							 double rangeMax,
							 double interval,
							 double skewFactor = 1.0);

	/** Destructor. */
	~SliderPropertyComponent();

	/** Called when the user moves the slider to change its value.

		Your subclass must use this method to update whatever item this property
		represents.
	*/
	virtual void setValue (double newValue);

	/** Returns the value that the slider should show. */
	virtual double getValue() const;

	/** @internal */
	void refresh();
	/** @internal */
	void changeListenerCallback (void*);
	/** @internal */
	void sliderValueChanged (Slider*);

	juce_UseDebuggingNewOperator

protected:

	/** The slider component being used in this component.

		Your subclass has access to this in case it needs to customise it in some way.
	*/
	Slider slider;

	SliderPropertyComponent (const SliderPropertyComponent&);
	SliderPropertyComponent& operator= (const SliderPropertyComponent&);
};

#endif   // __JUCE_SLIDERPROPERTYCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_SliderPropertyComponent.h ***/


#endif
#ifndef __JUCE_TEXTPROPERTYCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_TextPropertyComponent.h ***/
#ifndef __JUCE_TEXTPROPERTYCOMPONENT_JUCEHEADER__
#define __JUCE_TEXTPROPERTYCOMPONENT_JUCEHEADER__

/**
	A PropertyComponent that shows its value as editable text.

	@see PropertyComponent
*/
class JUCE_API  TextPropertyComponent  : public PropertyComponent
{
protected:

	/** Creates a text property component.

		The maxNumChars is used to set the length of string allowable, and isMultiLine
		sets whether the text editor allows carriage returns.

		@see TextEditor
	*/
	TextPropertyComponent (const String& propertyName,
						   int maxNumChars,
						   bool isMultiLine);

public:
	/** Creates a text property component.

		The maxNumChars is used to set the length of string allowable, and isMultiLine
		sets whether the text editor allows carriage returns.

		@see TextEditor
	*/
	TextPropertyComponent (const Value& valueToControl,
						   const String& propertyName,
						   int maxNumChars,
						   bool isMultiLine);

	/** Destructor. */
	~TextPropertyComponent();

	/** Called when the user edits the text.

		Your subclass must use this callback to change the value of whatever item
		this property component represents.
	*/
	virtual void setText (const String& newText);

	/** Returns the text that should be shown in the text editor.
	*/
	virtual const String getText() const;

	/** @internal */
	void refresh();
	/** @internal */
	void textWasEdited();

	juce_UseDebuggingNewOperator

private:
	ScopedPointer<Label> textEditor;

	void createEditor (int maxNumChars, bool isMultiLine);

	TextPropertyComponent (const TextPropertyComponent&);
	TextPropertyComponent& operator= (const TextPropertyComponent&);
};

#endif   // __JUCE_TEXTPROPERTYCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_TextPropertyComponent.h ***/


#endif
#ifndef __JUCE_ACTIVEXCONTROLCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_ActiveXControlComponent.h ***/
#ifndef __JUCE_ACTIVEXCONTROLCOMPONENT_JUCEHEADER__
#define __JUCE_ACTIVEXCONTROLCOMPONENT_JUCEHEADER__

#if JUCE_WINDOWS || DOXYGEN

/**
	A Windows-specific class that can create and embed an ActiveX control inside
	itself.

	To use it, create one of these, put it in place and make sure it's visible in a
	window, then use createControl() to instantiate an ActiveX control. The control
	will then be moved and resized to follow the movements of this component.

	Of course, since the control is a heavyweight window, it'll obliterate any
	juce components that may overlap this component, but that's life.
*/
class JUCE_API  ActiveXControlComponent   : public Component
{
public:

	/** Create an initially-empty container. */
	ActiveXControlComponent();

	/** Destructor. */
	~ActiveXControlComponent();

	/** Tries to create an ActiveX control and embed it in this peer.

		The peer controlIID is a pointer to an IID structure - it's treated
		as a void* because when including the Juce headers, you might not always
		have included windows.h first, in which case IID wouldn't be defined.

		e.g. @code
		const IID myIID = __uuidof (QTControl);
		myControlComp->createControl (&myIID);
		@endcode
	*/
	bool createControl (const void* controlIID);

	/** Deletes the ActiveX control, if one has been created.
	*/
	void deleteControl();

	/** Returns true if a control is currently in use. */
	bool isControlOpen() const throw()		  { return control != 0; }

	/** Does a QueryInterface call on the embedded control object.

		This allows you to cast the control to whatever type of COM object you need.

		The iid parameter is a pointer to an IID structure - it's treated
		as a void* because when including the Juce headers, you might not always
		have included windows.h first, in which case IID wouldn't be defined, but
		you should just pass a pointer to an IID.

		e.g. @code
		const IID iid = __uuidof (IOleWindow);

		IOleWindow* oleWindow = (IOleWindow*) myControlComp->queryInterface (&iid);

		if (oleWindow != 0)
		{
			HWND hwnd;
			oleWindow->GetWindow (&hwnd);

			...

			oleWindow->Release();
		}
		@endcode
	*/
	void* queryInterface (const void* iid) const;

	/** Set this to false to stop mouse events being allowed through to the control.
	*/
	void setMouseEventsAllowed (bool eventsCanReachControl);

	/** Returns true if mouse events are allowed to get through to the control.
	*/
	bool areMouseEventsAllowed() const throw()		  { return mouseEventsAllowed; }

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void* originalWndProc;

	juce_UseDebuggingNewOperator

private:
	class Pimpl;
	friend class Pimpl;
	friend class ScopedPointer <Pimpl>;
	ScopedPointer <Pimpl> control;
	bool mouseEventsAllowed;

	void setControlBounds (const Rectangle<int>& bounds) const;
	void setControlVisible (bool b) const;

	ActiveXControlComponent (const ActiveXControlComponent&);
	ActiveXControlComponent& operator= (const ActiveXControlComponent&);
};

#endif

#endif   // __JUCE_ACTIVEXCONTROLCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_ActiveXControlComponent.h ***/


#endif
#ifndef __JUCE_AUDIODEVICESELECTORCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_AudioDeviceSelectorComponent.h ***/
#ifndef __JUCE_AUDIODEVICESELECTORCOMPONENT_JUCEHEADER__
#define __JUCE_AUDIODEVICESELECTORCOMPONENT_JUCEHEADER__

/**
	A component containing controls to let the user change the audio settings of
	an AudioDeviceManager object.

	Very easy to use - just create one of these and show it to the user.

	@see AudioDeviceManager
*/
class JUCE_API  AudioDeviceSelectorComponent  : public Component,
												public ComboBoxListener, // (can't use ComboBox::Listener due to idiotic VC2005 bug)
												public ButtonListener,
												public ChangeListener
{
public:

	/** Creates the component.

		If your app needs only output channels, you might ask for a maximum of 0 input
		channels, and the component won't display any options for choosing the input
		channels. And likewise if you're doing an input-only app.

		@param deviceManager		the device manager that this component should control
		@param minAudioInputChannels	the minimum number of audio input channels that the application needs
		@param maxAudioInputChannels	the maximum number of audio input channels that the application needs
		@param minAudioOutputChannels   the minimum number of audio output channels that the application needs
		@param maxAudioOutputChannels   the maximum number of audio output channels that the application needs
		@param showMidiInputOptions	 if true, the component will allow the user to select which midi inputs are enabled
		@param showMidiOutputSelector   if true, the component will let the user choose a default midi output device
		@param showChannelsAsStereoPairs	if true, channels will be treated as pairs; if false, channels will be
										treated as a set of separate mono channels.
		@param hideAdvancedOptionsWithButton	if true, only the minimum amount of UI components
										are shown, with an "advanced" button that shows the rest of them
	*/
	AudioDeviceSelectorComponent (AudioDeviceManager& deviceManager,
								  const int minAudioInputChannels,
								  const int maxAudioInputChannels,
								  const int minAudioOutputChannels,
								  const int maxAudioOutputChannels,
								  const bool showMidiInputOptions,
								  const bool showMidiOutputSelector,
								  const bool showChannelsAsStereoPairs,
								  const bool hideAdvancedOptionsWithButton);

	/** Destructor */
	~AudioDeviceSelectorComponent();

	/** @internal */
	void resized();
	/** @internal */
	void comboBoxChanged (ComboBox*);
	/** @internal */
	void buttonClicked (Button*);
	/** @internal */
	void changeListenerCallback (void*);
	/** @internal */
	void childBoundsChanged (Component*);

	juce_UseDebuggingNewOperator

private:
	AudioDeviceManager& deviceManager;
	ScopedPointer<ComboBox> deviceTypeDropDown;
	ScopedPointer<Label> deviceTypeDropDownLabel;
	ScopedPointer<Component> audioDeviceSettingsComp;
	String audioDeviceSettingsCompType;
	const int minOutputChannels, maxOutputChannels, minInputChannels, maxInputChannels;
	const bool showChannelsAsStereoPairs;
	const bool hideAdvancedOptionsWithButton;

	class MidiInputSelectorComponentListBox;
	friend class ScopedPointer<MidiInputSelectorComponentListBox>;
	ScopedPointer<MidiInputSelectorComponentListBox> midiInputsList;
	ScopedPointer<ComboBox> midiOutputSelector;
	ScopedPointer<Label> midiInputsLabel, midiOutputLabel;

	AudioDeviceSelectorComponent (const AudioDeviceSelectorComponent&);
	AudioDeviceSelectorComponent& operator= (const AudioDeviceSelectorComponent&);
};

#endif   // __JUCE_AUDIODEVICESELECTORCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_AudioDeviceSelectorComponent.h ***/


#endif
#ifndef __JUCE_BUBBLECOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_BubbleComponent.h ***/
#ifndef __JUCE_BUBBLECOMPONENT_JUCEHEADER__
#define __JUCE_BUBBLECOMPONENT_JUCEHEADER__

/**
	A component for showing a message or other graphics inside a speech-bubble-shaped
	outline, pointing at a location on the screen.

	This is a base class that just draws and positions the bubble shape, but leaves
	the drawing of any content up to a subclass. See BubbleMessageComponent for a subclass
	that draws a text message.

	To use it, create your subclass, then either add it to a parent component or
	put it on the desktop with addToDesktop (0), use setPosition() to
	resize and position it, then make it visible.

	@see BubbleMessageComponent
*/
class JUCE_API  BubbleComponent  : public Component
{
protected:

	/** Creates a BubbleComponent.

		Your subclass will need to implement the getContentSize() and paintContent()
		methods to draw the bubble's contents.
	*/
	BubbleComponent();

public:
	/** Destructor. */
	~BubbleComponent();

	/** A list of permitted placements for the bubble, relative to the co-ordinates
		at which it should be pointing.

		@see setAllowedPlacement
	*/
	enum BubblePlacement
	{
		above   = 1,
		below   = 2,
		left	= 4,
		right   = 8
	};

	/** Tells the bubble which positions it's allowed to put itself in, relative to the
		point at which it's pointing.

		By default when setPosition() is called, the bubble will place itself either
		above, below, left, or right of the target area. You can pass in a bitwise-'or' of
		the values in BubblePlacement to restrict this choice.

		E.g. if you only want your bubble to appear above or below the target area,
		use setAllowedPlacement (above | below);

		@see BubblePlacement
	*/
	void setAllowedPlacement (int newPlacement);

	/** Moves and resizes the bubble to point at a given component.

		This will resize the bubble to fit its content, then find a position for it
		so that it's next to, but doesn't overlap the given component.

		It'll put itself either above, below, or to the side of the component depending
		on where there's the most space, honouring any restrictions that were set
		with setAllowedPlacement().
	*/
	void setPosition (Component* componentToPointTo);

	/** Moves and resizes the bubble to point at a given point.

		This will resize the bubble to fit its content, then position it
		so that the tip of the bubble points to the given co-ordinate. The co-ordinates
		are relative to either the bubble component's parent component if it has one, or
		they are screen co-ordinates if not.

		It'll put itself either above, below, or to the side of this point, depending
		on where there's the most space, honouring any restrictions that were set
		with setAllowedPlacement().
	*/
	void setPosition (int arrowTipX,
					  int arrowTipY);

	/** Moves and resizes the bubble to point at a given rectangle.

		This will resize the bubble to fit its content, then find a position for it
		so that it's next to, but doesn't overlap the given rectangle. The rectangle's
		co-ordinates are relative to either the bubble component's parent component
		if it has one, or they are screen co-ordinates if not.

		It'll put itself either above, below, or to the side of the component depending
		on where there's the most space, honouring any restrictions that were set
		with setAllowedPlacement().
	*/
	void setPosition (const Rectangle<int>& rectangleToPointTo);

protected:

	/** Subclasses should override this to return the size of the content they
		want to draw inside the bubble.
	*/
	virtual void getContentSize (int& width, int& height) = 0;

	/** Subclasses should override this to draw their bubble's contents.

		The graphics object's clip region and the dimensions passed in here are
		set up to paint just the rectangle inside the bubble.
	*/
	virtual void paintContent (Graphics& g, int width, int height) = 0;

public:

	/** @internal */
	void paint (Graphics& g);

	juce_UseDebuggingNewOperator

private:
	Rectangle<int> content;
	int side, allowablePlacements;
	float arrowTipX, arrowTipY;
	DropShadowEffect shadow;

	BubbleComponent (const BubbleComponent&);
	BubbleComponent& operator= (const BubbleComponent&);
};

#endif   // __JUCE_BUBBLECOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_BubbleComponent.h ***/


#endif
#ifndef __JUCE_BUBBLEMESSAGECOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_BubbleMessageComponent.h ***/
#ifndef __JUCE_BUBBLEMESSAGECOMPONENT_JUCEHEADER__
#define __JUCE_BUBBLEMESSAGECOMPONENT_JUCEHEADER__

/**
	A speech-bubble component that displays a short message.

	This can be used to show a message with the tail of the speech bubble
	pointing to a particular component or location on the screen.

	@see BubbleComponent
*/
class JUCE_API  BubbleMessageComponent  : public BubbleComponent,
										  private Timer
{
public:

	/** Creates a bubble component.

		After creating one a BubbleComponent, do the following:
		- add it to an appropriate parent component, or put it on the
		  desktop with Component::addToDesktop (0).
		- use the showAt() method to show a message.
		- it will make itself invisible after it times-out (and can optionally
		  also delete itself), or you can reuse it somewhere else by calling
		  showAt() again.
	*/
	BubbleMessageComponent (int fadeOutLengthMs = 150);

	/** Destructor. */
	~BubbleMessageComponent();

	/** Shows a message bubble at a particular position.

		This shows the bubble with its stem pointing to the given location
		(co-ordinates being relative to its parent component).

		For details about exactly how it decides where to position itself, see
		BubbleComponent::updatePosition().

		@param x				the x co-ordinate of end of the bubble's tail
		@param y				the y co-ordinate of end of the bubble's tail
		@param message			  the text to display
		@param numMillisecondsBeforeRemoving	how long to leave it on the screen before removing itself
												from its parent compnent. If this is 0 or less, it
												will stay there until manually removed.
		@param removeWhenMouseClicked	   if this is true, the bubble will disappear as soon as a
												mouse button is pressed (anywhere on the screen)
		@param deleteSelfAfterUse		   if true, then the component will delete itself after
												it becomes invisible
	*/
	void showAt (int x, int y,
				 const String& message,
				 int numMillisecondsBeforeRemoving,
				 bool removeWhenMouseClicked = true,
				 bool deleteSelfAfterUse = false);

	/** Shows a message bubble next to a particular component.

		This shows the bubble with its stem pointing at the given component.

		For details about exactly how it decides where to position itself, see
		BubbleComponent::updatePosition().

		@param component			the component that you want to point at
		@param message			  the text to display
		@param numMillisecondsBeforeRemoving	how long to leave it on the screen before removing itself
												from its parent compnent. If this is 0 or less, it
												will stay there until manually removed.
		@param removeWhenMouseClicked	   if this is true, the bubble will disappear as soon as a
												mouse button is pressed (anywhere on the screen)
		@param deleteSelfAfterUse		   if true, then the component will delete itself after
												it becomes invisible
	*/
	void showAt (Component* component,
				 const String& message,
				 int numMillisecondsBeforeRemoving,
				 bool removeWhenMouseClicked = true,
				 bool deleteSelfAfterUse = false);

	/** @internal */
	void getContentSize (int& w, int& h);
	/** @internal */
	void paintContent (Graphics& g, int w, int h);
	/** @internal */
	void timerCallback();

	juce_UseDebuggingNewOperator

private:
	int fadeOutLength, mouseClickCounter;
	TextLayout textLayout;
	int64 expiryTime;
	bool deleteAfterUse;

	void init (int numMillisecondsBeforeRemoving,
			   bool removeWhenMouseClicked,
			   bool deleteSelfAfterUse);

	BubbleMessageComponent (const BubbleMessageComponent&);
	BubbleMessageComponent& operator= (const BubbleMessageComponent&);
};

#endif   // __JUCE_BUBBLEMESSAGECOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_BubbleMessageComponent.h ***/


#endif
#ifndef __JUCE_COLOURSELECTOR_JUCEHEADER__

/*** Start of inlined file: juce_ColourSelector.h ***/
#ifndef __JUCE_COLOURSELECTOR_JUCEHEADER__
#define __JUCE_COLOURSELECTOR_JUCEHEADER__

/**
	A component that lets the user choose a colour.

	This shows RGB sliders and a colourspace that the user can pick colours from.

	This class is also a ChangeBroadcaster, so listeners can register to be told
	when the colour changes.
*/
class JUCE_API  ColourSelector  : public Component,
								  public ChangeBroadcaster,
								  protected SliderListener
{
public:

	/** Options for the type of selector to show. These are passed into the constructor. */
	enum ColourSelectorOptions
	{
		showAlphaChannel	= 1 << 0,   /**< if set, the colour's alpha channel can be changed as well as its RGB. */

		showColourAtTop	 = 1 << 1,   /**< if set, a swatch of the colour is shown at the top of the component. */
		showSliders	 = 1 << 2,   /**< if set, RGB sliders are shown at the bottom of the component. */
		showColourspace	 = 1 << 3	/**< if set, a big HSV selector is shown. */
	};

	/** Creates a ColourSelector object.

		The flags are a combination of values from the ColourSelectorOptions enum, specifying
		which of the selector's features should be visible.

		The edgeGap value specifies the amount of space to leave around the edge.

		gapAroundColourSpaceComponent indicates how much of a gap to put around the
		colourspace and hue selector components.
	*/
	ColourSelector (int sectionsToShow = (showAlphaChannel | showColourAtTop | showSliders | showColourspace),
					int edgeGap = 4,
					int gapAroundColourSpaceComponent = 7);

	/** Destructor. */
	~ColourSelector();

	/** Returns the colour that the user has currently selected.

		The ColourSelector class is also a ChangeBroadcaster, so listeners can
		register to be told when the colour changes.

		@see setCurrentColour
	*/
	const Colour getCurrentColour() const;

	/** Changes the colour that is currently being shown.
	*/
	void setCurrentColour (const Colour& newColour);

	/** Tells the selector how many preset colour swatches you want to have on the component.

		To enable swatches, you'll need to override getNumSwatches(), getSwatchColour(), and
		setSwatchColour(), to return the number of colours you want, and to set and retrieve
		their values.
	*/
	virtual int getNumSwatches() const;

	/** Called by the selector to find out the colour of one of the swatches.

		Your subclass should return the colour of the swatch with the given index.

		To enable swatches, you'll need to override getNumSwatches(), getSwatchColour(), and
		setSwatchColour(), to return the number of colours you want, and to set and retrieve
		their values.
	*/
	virtual const Colour getSwatchColour (int index) const;

	/** Called by the selector when the user puts a new colour into one of the swatches.

		Your subclass should change the colour of the swatch with the given index.

		To enable swatches, you'll need to override getNumSwatches(), getSwatchColour(), and
		setSwatchColour(), to return the number of colours you want, and to set and retrieve
		their values.
	*/
	virtual void setSwatchColour (int index, const Colour& newColour) const;

	/** A set of colour IDs to use to change the colour of various aspects of the keyboard.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		backgroundColourId		  = 0x1007000,	/**< the colour used to fill the component's background. */
		labelTextColourId		   = 0x1007001	 /**< the colour used for the labels next to the sliders. */
	};

	juce_UseDebuggingNewOperator

private:
	class ColourSpaceView;
	class HueSelectorComp;
	class SwatchComponent;
	friend class ColourSpaceView;
	friend class HueSelectorComp;

	Colour colour;
	float h, s, v;
	Slider* sliders[4];
	ColourSpaceView* colourSpace;
	HueSelectorComp* hueSelector;
	OwnedArray <SwatchComponent> swatchComponents;
	const int flags;
	int edgeGap;
	Rectangle<int> previewArea;

	void setHue (float newH);
	void setSV (float newS, float newV);
	void updateHSV();
	void update();
	void sliderValueChanged (Slider*);
	void paint (Graphics& g);
	void resized();

	ColourSelector (const ColourSelector&);
	ColourSelector& operator= (const ColourSelector&);

	// this constructor is here temporarily to prevent old code compiling, because the parameters
	// have changed - if you get an error here, update your code to use the new constructor instead..
	// (xxx - note to self: remember to remove this at some point in the future)
	ColourSelector (bool);
};

#endif   // __JUCE_COLOURSELECTOR_JUCEHEADER__
/*** End of inlined file: juce_ColourSelector.h ***/


#endif
#ifndef __JUCE_DROPSHADOWER_JUCEHEADER__

#endif
#ifndef __JUCE_MAGNIFIERCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_MagnifierComponent.h ***/
#ifndef __JUCE_MAGNIFIERCOMPONENT_JUCEHEADER__
#define __JUCE_MAGNIFIERCOMPONENT_JUCEHEADER__

/**
	A component that contains another component, and can magnify or shrink it.

	This component will continually update its size so that it fits the zoomed
	version of the content component that you put inside it, so don't try to
	change the size of this component directly - instead change that of the
	content component.

	To make it all work, the magnifier uses extremely cunning ComponentPeer tricks
	to remap mouse events correctly. This means that the content component won't
	appear to be a direct child of this component, and instead will think its
	on the desktop.
*/
class JUCE_API  MagnifierComponent	: public Component
{
public:

	/** Creates a MagnifierComponent.

		This component will continually update its size so that it fits the zoomed
		version of the content component that you put inside it, so don't try to
		change the size of this component directly - instead change that of the
		content component.

		@param contentComponent	 the component to add as the magnified one
		@param deleteContentCompWhenNoLongerNeeded  if true, the content component will
									be deleted when this component is deleted. If false,
									it's the caller's responsibility to delete it later.
	*/
	MagnifierComponent (Component* contentComponent,
						bool deleteContentCompWhenNoLongerNeeded);

	/** Destructor. */
	~MagnifierComponent();

	/** Returns the current content component. */
	Component* getContentComponent() const		  { return content; }

	/** Changes the zoom level.

		The scale factor must be greater than zero. Values less than 1 will shrink the
		image; values greater than 1 will multiply its size by this amount.

		When this is called, this component will change its size to fit the full extent
		of the newly zoomed content.
	*/
	void setScaleFactor (double newScaleFactor);

	/** Returns the current zoom factor. */
	double getScaleFactor() const			   { return scaleFactor; }

	/** Changes the quality setting used to rescale the graphics.
	*/
	void setResamplingQuality (Graphics::ResamplingQuality newQuality);

	juce_UseDebuggingNewOperator

	/** @internal */
	void childBoundsChanged (Component*);

private:
	Component* content;
	Component* holderComp;
	double scaleFactor;
	ComponentPeer* peer;
	bool deleteContent;
	Graphics::ResamplingQuality quality;
	MouseInputSource mouseSource;

	void paint (Graphics& g);
	void mouseDown (const MouseEvent& e);
	void mouseUp (const MouseEvent& e);
	void mouseDrag (const MouseEvent& e);
	void mouseMove (const MouseEvent& e);
	void mouseEnter (const MouseEvent& e);
	void mouseExit (const MouseEvent& e);
	void mouseWheelMove (const MouseEvent& e, float, float);

	void passOnMouseEventToPeer (const MouseEvent& e);
	int scaleInt (int n) const;

	MagnifierComponent (const MagnifierComponent&);
	MagnifierComponent& operator= (const MagnifierComponent&);
};

#endif   // __JUCE_MAGNIFIERCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_MagnifierComponent.h ***/


#endif
#ifndef __JUCE_MIDIKEYBOARDCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_MidiKeyboardComponent.h ***/
#ifndef __JUCE_MIDIKEYBOARDCOMPONENT_JUCEHEADER__
#define __JUCE_MIDIKEYBOARDCOMPONENT_JUCEHEADER__

/**
	A component that displays a piano keyboard, whose notes can be clicked on.

	This component will mimic a physical midi keyboard, showing the current state of
	a MidiKeyboardState object. When the on-screen keys are clicked on, it will play these
	notes by calling the noteOn() and noteOff() methods of its MidiKeyboardState object.

	Another feature is that the computer keyboard can also be used to play notes. By
	default it maps the top two rows of a standard querty keyboard to the notes, but
	these can be remapped if needed. It will only respond to keypresses when it has
	the keyboard focus, so to disable this feature you can call setWantsKeyboardFocus (false).

	The component is also a ChangeBroadcaster, so if you want to be informed when the
	keyboard is scrolled, you can register a ChangeListener for callbacks.

	@see MidiKeyboardState
*/
class JUCE_API  MidiKeyboardComponent  : public Component,
										 public MidiKeyboardStateListener,
										 public ChangeBroadcaster,
										 private Timer,
										 private AsyncUpdater
{
public:

	/** The direction of the keyboard.

		@see setOrientation
	*/
	enum Orientation
	{
		horizontalKeyboard,
		verticalKeyboardFacingLeft,
		verticalKeyboardFacingRight,
	};

	/** Creates a MidiKeyboardComponent.

		@param state	the midi keyboard model that this component will represent
		@param orientation  whether the keyboard is horizonal or vertical
	*/
	MidiKeyboardComponent (MidiKeyboardState& state,
						   Orientation orientation);

	/** Destructor. */
	~MidiKeyboardComponent();

	/** Changes the velocity used in midi note-on messages that are triggered by clicking
		on the component.

		Values are 0 to 1.0, where 1.0 is the heaviest.

		@see setMidiChannel
	*/
	void setVelocity (float velocity, bool useMousePositionForVelocity);

	/** Changes the midi channel number that will be used for events triggered by clicking
		on the component.

		The channel must be between 1 and 16 (inclusive). This is the channel that will be
		passed on to the MidiKeyboardState::noteOn() method when the user clicks the component.

		Although this is the channel used for outgoing events, the component can display
		incoming events from more than one channel - see setMidiChannelsToDisplay()

		@see setVelocity
	*/
	void setMidiChannel (int midiChannelNumber);

	/** Returns the midi channel that the keyboard is using for midi messages.

		@see setMidiChannel
	*/
	int getMidiChannel() const throw()				  { return midiChannel; }

	/** Sets a mask to indicate which incoming midi channels should be represented by
		key movements.

		The mask is a set of bits, where bit 0 = midi channel 1, bit 1 = midi channel 2, etc.

		If the MidiKeyboardState has a key down for any of the channels whose bits are set
		in this mask, the on-screen keys will also go down.

		By default, this mask is set to 0xffff (all channels displayed).

		@see setMidiChannel
	*/
	void setMidiChannelsToDisplay (int midiChannelMask);

	/** Returns the current set of midi channels represented by the component.

		This is the value that was set with setMidiChannelsToDisplay().
	*/
	int getMidiChannelsToDisplay() const throw()			{ return midiInChannelMask; }

	/** Changes the width used to draw the white keys. */
	void setKeyWidth (float widthInPixels);

	/** Returns the width that was set by setKeyWidth(). */
	float getKeyWidth() const throw()				   { return keyWidth; }

	/** Changes the keyboard's current direction. */
	void setOrientation (Orientation newOrientation);

	/** Returns the keyboard's current direction. */
	const Orientation getOrientation() const throw()		{ return orientation; }

	/** Sets the range of midi notes that the keyboard will be limited to.

		By default the range is 0 to 127 (inclusive), but you can limit this if you
		only want a restricted set of the keys to be shown.

		Note that the values here are inclusive and must be between 0 and 127.
	*/
	void setAvailableRange (int lowestNote,
							int highestNote);

	/** Returns the first note in the available range.

		@see setAvailableRange
	*/
	int getRangeStart() const throw()				   { return rangeStart; }

	/** Returns the last note in the available range.

		@see setAvailableRange
	*/
	int getRangeEnd() const throw()				 { return rangeEnd; }

	/** If the keyboard extends beyond the size of the component, this will scroll
		it to show the given key at the start.

		Whenever the keyboard's position is changed, this will use the ChangeBroadcaster
		base class to send a callback to any ChangeListeners that have been registered.
	*/
	void setLowestVisibleKey (int noteNumber);

	/** Returns the number of the first key shown in the component.

		@see setLowestVisibleKey
	*/
	int getLowestVisibleKey() const throw()			 { return firstKey; }

	/** Returns the length of the black notes.

		This will be their vertical or horizontal length, depending on the keyboard's orientation.
	*/
	int getBlackNoteLength() const throw()			  { return blackNoteLength; }

	/** If set to true, then scroll buttons will appear at either end of the keyboard
		if there are too many notes to fit them all in the component at once.
	*/
	void setScrollButtonsVisible (bool canScroll);

	/** A set of colour IDs to use to change the colour of various aspects of the keyboard.

		These constants can be used either via the Component::setColour(), or LookAndFeel::setColour()
		methods.

		@see Component::setColour, Component::findColour, LookAndFeel::setColour, LookAndFeel::findColour
	*/
	enum ColourIds
	{
		whiteNoteColourId		   = 0x1005000,
		blackNoteColourId		   = 0x1005001,
		keySeparatorLineColourId	= 0x1005002,
		mouseOverKeyOverlayColourId	 = 0x1005003,  /**< This colour will be overlaid on the normal note colour. */
		keyDownOverlayColourId	  = 0x1005004,  /**< This colour will be overlaid on the normal note colour. */
		textLabelColourId		   = 0x1005005,
		upDownButtonBackgroundColourId  = 0x1005006,
		upDownButtonArrowColourId	   = 0x1005007
	};

	/** Returns the position within the component of the left-hand edge of a key.

		Depending on the keyboard's orientation, this may be a horizontal or vertical
		distance, in either direction.
	*/
	int getKeyStartPosition (const int midiNoteNumber) const;

	/** Deletes all key-mappings.

		@see setKeyPressForNote
	*/
	void clearKeyMappings();

	/** Maps a key-press to a given note.

		@param key		  the key that should trigger the note
		@param midiNoteOffsetFromC  how many semitones above C the triggered note should
									be. The actual midi note that gets played will be
									this value + (12 * the current base octave). To change
									the base octave, see setKeyPressBaseOctave()
	*/
	void setKeyPressForNote (const KeyPress& key,
							 int midiNoteOffsetFromC);

	/** Removes any key-mappings for a given note.

		For a description of what the note number means, see setKeyPressForNote().
	*/
	void removeKeyPressForNote (int midiNoteOffsetFromC);

	/** Changes the base note above which key-press-triggered notes are played.

		The set of key-mappings that trigger notes can be moved up and down to cover
		the entire scale using this method.

		The value passed in is an octave number between 0 and 10 (inclusive), and
		indicates which C is the base note to which the key-mapped notes are
		relative.
	*/
	void setKeyPressBaseOctave (int newOctaveNumber);

	/** This sets the octave number which is shown as the octave number for middle C.

		This affects only the default implementation of getWhiteNoteText(), which
		passes this octave number to MidiMessage::getMidiNoteName() in order to
		get the note text. See MidiMessage::getMidiNoteName() for more info about
		the parameter.

		By default this value is set to 3.

		@see getOctaveForMiddleC
	*/
	void setOctaveForMiddleC (int octaveNumForMiddleC);

	/** This returns the value set by setOctaveForMiddleC().
		@see setOctaveForMiddleC
	*/
	int getOctaveForMiddleC() const throw()		 { return octaveNumForMiddleC; }

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void mouseMove (const MouseEvent& e);
	/** @internal */
	void mouseDrag (const MouseEvent& e);
	/** @internal */
	void mouseDown (const MouseEvent& e);
	/** @internal */
	void mouseUp (const MouseEvent& e);
	/** @internal */
	void mouseEnter (const MouseEvent& e);
	/** @internal */
	void mouseExit (const MouseEvent& e);
	/** @internal */
	void mouseWheelMove (const MouseEvent& e, float wheelIncrementX, float wheelIncrementY);
	/** @internal */
	void timerCallback();
	/** @internal */
	bool keyStateChanged (bool isKeyDown);
	/** @internal */
	void focusLost (FocusChangeType cause);
	/** @internal */
	void handleNoteOn (MidiKeyboardState* source, int midiChannel, int midiNoteNumber, float velocity);
	/** @internal */
	void handleNoteOff (MidiKeyboardState* source, int midiChannel, int midiNoteNumber);
	/** @internal */
	void handleAsyncUpdate();
	/** @internal */
	void colourChanged();

	juce_UseDebuggingNewOperator

protected:
	friend class MidiKeyboardUpDownButton;

	/** Draws a white note in the given rectangle.

		isOver indicates whether the mouse is over the key, isDown indicates whether the key is
		currently pressed down.

		When doing this, be sure to note the keyboard's orientation.
	*/
	virtual void drawWhiteNote (int midiNoteNumber,
								Graphics& g,
								int x, int y, int w, int h,
								bool isDown, bool isOver,
								const Colour& lineColour,
								const Colour& textColour);

	/** Draws a black note in the given rectangle.

		isOver indicates whether the mouse is over the key, isDown indicates whether the key is
		currently pressed down.

		When doing this, be sure to note the keyboard's orientation.
	*/
	virtual void drawBlackNote (int midiNoteNumber,
								Graphics& g,
								int x, int y, int w, int h,
								bool isDown, bool isOver,
								const Colour& noteFillColour);

	/** Allows text to be drawn on the white notes.

		By default this is used to label the C in each octave, but could be used for other things.

		@see setOctaveForMiddleC
	*/
	virtual const String getWhiteNoteText (const int midiNoteNumber);

	/** Draws the up and down buttons that change the base note. */
	virtual void drawUpDownButton (Graphics& g, int w, int h,
								   const bool isMouseOver,
								   const bool isButtonPressed,
								   const bool movesOctavesUp);

	/** Callback when the mouse is clicked on a key.

		You could use this to do things like handle right-clicks on keys, etc.

		Return true if you want the click to trigger the note, or false if you
		want to handle it yourself and not have the note played.

		@see mouseDraggedToKey
	*/
	virtual bool mouseDownOnKey (int midiNoteNumber, const MouseEvent& e);

	/** Callback when the mouse is dragged from one key onto another.

		@see mouseDownOnKey
	*/
	virtual void mouseDraggedToKey (int midiNoteNumber, const MouseEvent& e);

	/** Calculates the positon of a given midi-note.

		This can be overridden to create layouts with custom key-widths.

		@param midiNoteNumber   the note to find
		@param keyWidth	 the desired width in pixels of one key - see setKeyWidth()
		@param x		the x position of the left-hand edge of the key (this method
								always works in terms of a horizontal keyboard)
		@param w		the width of the key
	*/
	virtual void getKeyPosition (int midiNoteNumber, float keyWidth,
								 int& x, int& w) const;

private:

	MidiKeyboardState& state;
	int xOffset, blackNoteLength;
	float keyWidth;
	Orientation orientation;

	int midiChannel, midiInChannelMask;
	float velocity;
	int noteUnderMouse, mouseDownNote;
	BigInteger keysPressed, keysCurrentlyDrawnDown;

	int rangeStart, rangeEnd, firstKey;
	bool canScroll, mouseDragging, useMousePositionForVelocity;
	ScopedPointer<Button> scrollDown, scrollUp;

	Array <KeyPress> keyPresses;
	Array <int> keyPressNotes;
	int keyMappingOctave;
	int octaveNumForMiddleC;

	static const uint8 whiteNotes[];
	static const uint8 blackNotes[];

	void getKeyPos (int midiNoteNumber, int& x, int& w) const;
	int xyToNote (const Point<int>& pos, float& mousePositionVelocity);
	int remappedXYToNote (const Point<int>& pos, float& mousePositionVelocity) const;
	void resetAnyKeysInUse();
	void updateNoteUnderMouse (const Point<int>& pos);
	void repaintNote (const int midiNoteNumber);

	MidiKeyboardComponent (const MidiKeyboardComponent&);
	MidiKeyboardComponent& operator= (const MidiKeyboardComponent&);
};

#endif   // __JUCE_MIDIKEYBOARDCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_MidiKeyboardComponent.h ***/


#endif
#ifndef __JUCE_NSVIEWCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_NSViewComponent.h ***/
#ifndef __JUCE_NSVIEWCOMPONENT_JUCEHEADER__
#define __JUCE_NSVIEWCOMPONENT_JUCEHEADER__

#if ! DOXYGEN
 class NSViewComponentInternal;
#endif

#if JUCE_MAC || DOXYGEN

/**
	A Mac-specific class that can create and embed an NSView inside itself.

	To use it, create one of these, put it in place and make sure it's visible in a
	window, then use setView() to assign an NSView to it. The view will then be
	moved and resized to follow the movements of this component.

	Of course, since the view is a native object, it'll obliterate any
	juce components that may overlap this component, but that's life.
*/
class JUCE_API  NSViewComponent   : public Component
{
public:

	/** Create an initially-empty container. */
	NSViewComponent();

	/** Destructor. */
	~NSViewComponent();

	/** Assigns an NSView to this peer.

		The view will be retained and released by this component for as long as
		it is needed. To remove the current view, just call setView (0).

		Note: a void* is used here to avoid including the cocoa headers as
		part of the juce.h, but the method expects an NSView*.
	*/
	void setView (void* nsView);

	/** Returns the current NSView.

		Note: a void* is returned here to avoid including the cocoa headers as
		a requirement of juce.h, so you should just cast the object to an NSView*.
	*/
	void* getView() const;

	/** Resizes this component to fit the view that it contains. */
	void resizeToFitView();

	/** @internal */
	void paint (Graphics& g);

	juce_UseDebuggingNewOperator

private:
	friend class NSViewComponentInternal;
	ScopedPointer <NSViewComponentInternal> info;

	NSViewComponent (const NSViewComponent&);
	NSViewComponent& operator= (const NSViewComponent&);
};

#endif

#endif   // __JUCE_NSVIEWCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_NSViewComponent.h ***/


#endif
#ifndef __JUCE_OPENGLCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_OpenGLComponent.h ***/
#ifndef __JUCE_OPENGLCOMPONENT_JUCEHEADER__
#define __JUCE_OPENGLCOMPONENT_JUCEHEADER__

// this is used to disable OpenGL, and is defined in juce_Config.h
#if JUCE_OPENGL || DOXYGEN

/**
	Represents the various properties of an OpenGL bitmap format.

	@see OpenGLComponent::setPixelFormat
*/
class JUCE_API  OpenGLPixelFormat
{
public:

	/** Creates an OpenGLPixelFormat.

		The default constructor just initialises the object as a simple 8-bit
		RGBA format.
	*/
	OpenGLPixelFormat (int bitsPerRGBComponent = 8,
					   int alphaBits = 8,
					   int depthBufferBits = 16,
					   int stencilBufferBits = 0);

	OpenGLPixelFormat (const OpenGLPixelFormat&);
	OpenGLPixelFormat& operator= (const OpenGLPixelFormat&);
	bool operator== (const OpenGLPixelFormat&) const;

	int redBits;	  /**< The number of bits per pixel to use for the red channel. */
	int greenBits;	/**< The number of bits per pixel to use for the green channel. */
	int blueBits;	 /**< The number of bits per pixel to use for the blue channel. */
	int alphaBits;	/**< The number of bits per pixel to use for the alpha channel. */

	int depthBufferBits;	  /**< The number of bits per pixel to use for a depth buffer. */
	int stencilBufferBits;	/**< The number of bits per pixel to use for a stencil buffer. */

	int accumulationBufferRedBits;	/**< The number of bits per pixel to use for an accumulation buffer's red channel. */
	int accumulationBufferGreenBits;  /**< The number of bits per pixel to use for an accumulation buffer's green channel. */
	int accumulationBufferBlueBits;   /**< The number of bits per pixel to use for an accumulation buffer's blue channel. */
	int accumulationBufferAlphaBits;  /**< The number of bits per pixel to use for an accumulation buffer's alpha channel. */

	uint8 fullSceneAntiAliasingNumSamples;	  /**< The number of samples to use in full-scene anti-aliasing (if available). */

	/** Returns a list of all the pixel formats that can be used in this system.

		A reference component is needed in case there are multiple screens with different
		capabilities - in which case, the one that the component is on will be used.
	*/
	static void getAvailablePixelFormats (Component* component,
										  OwnedArray <OpenGLPixelFormat>& results);

	juce_UseDebuggingNewOperator
};

/**
	A base class for types of OpenGL context.

	An OpenGLComponent will supply its own context for drawing in its window.
*/
class JUCE_API  OpenGLContext
{
public:

	/** Destructor. */
	virtual ~OpenGLContext();

	/** Makes this context the currently active one. */
	virtual bool makeActive() const throw() = 0;
	/** If this context is currently active, it is disactivated. */
	virtual bool makeInactive() const throw() = 0;
	/** Returns true if this context is currently active. */
	virtual bool isActive() const throw() = 0;

	/** Swaps the buffers (if the context can do this). */
	virtual void swapBuffers() = 0;

	/** Sets whether the context checks the vertical sync before swapping.

		The value is the number of frames to allow between buffer-swapping. This is
		fairly system-dependent, but 0 turns off syncing, 1 makes it swap on frame-boundaries,
		and greater numbers indicate that it should swap less often.

		Returns true if it sets the value successfully.
	*/
	virtual bool setSwapInterval (int numFramesPerSwap) = 0;

	/** Returns the current swap-sync interval.
		See setSwapInterval() for info about the value returned.
	*/
	virtual int getSwapInterval() const = 0;

	/** Returns the pixel format being used by this context. */
	virtual const OpenGLPixelFormat getPixelFormat() const = 0;

	/** For windowed contexts, this moves the context within the bounds of
		its parent window.
	*/
	virtual void updateWindowPosition (int x, int y, int w, int h, int outerWindowHeight) = 0;

	/** For windowed contexts, this triggers a repaint of the window.

		(Not relevent on all platforms).
	*/
	virtual void repaint() = 0;

	/** Returns an OS-dependent handle to the raw GL context.

		On win32, this will be a HGLRC; on the Mac, an AGLContext; on Linux,
		a GLXContext.
	*/
	virtual void* getRawContext() const throw() = 0;

	/** Deletes the context.

		This must only be called on the message thread, or will deadlock.
		On background threads, call getCurrentContext()->deleteContext(), but be careful not
		to call any other OpenGL function afterwards.
		This doesn't touch other resources, such as window handles, etc.
		You'll probably never have to call this method directly.
	*/
	virtual void deleteContext() = 0;

	/** Returns the context that's currently in active use by the calling thread.

		Returns 0 if there isn't an active context.
	*/
	static OpenGLContext* getCurrentContext();

	juce_UseDebuggingNewOperator

protected:
	OpenGLContext() throw();
};

/**
	A component that contains an OpenGL canvas.

	Override this, add it to whatever component you want to, and use the renderOpenGL()
	method to draw its contents.

*/
class JUCE_API  OpenGLComponent  : public Component
{
public:

	/** Used to select the type of openGL API to use, if more than one choice is available
		on a particular platform.
	*/
	enum OpenGLType
	{
		openGLDefault = 0,

#if JUCE_IOS
		openGLES1,  /**< On the iPhone, this selects openGL ES 1.0 */
		openGLES2   /**< On the iPhone, this selects openGL ES 2.0 */
#endif
	};

	/** Creates an OpenGLComponent. */
	OpenGLComponent (OpenGLType type = openGLDefault);

	/** Destructor. */
	~OpenGLComponent();

	/** Changes the pixel format used by this component.

		@see OpenGLPixelFormat::getAvailablePixelFormats()
	*/
	void setPixelFormat (const OpenGLPixelFormat& formatToUse);

	/** Returns the pixel format that this component is currently using. */
	const OpenGLPixelFormat getPixelFormat() const;

	/** Specifies an OpenGL context which should be shared with the one that this
		component is using.

		This is an OpenGL feature that lets two contexts share their texture data.

		Note that this pointer is stored by the component, and when the component
		needs to recreate its internal context for some reason, the same context
		will be used again to share lists. So if you pass a context in here,
		don't delete the context while this component is still using it! You can
		call shareWith (0) to stop this component from sharing with it.
	*/
	void shareWith (OpenGLContext* contextToShareListsWith);

	/** Returns the context that this component is sharing with.
		@see shareWith
	*/
	OpenGLContext* getShareContext() const throw()	{ return contextToShareListsWith; }

	/** Flips the openGL buffers over. */
	void swapBuffers();

	/** This replaces the normal paint() callback - use it to draw your openGL stuff.

		When this is called, makeCurrentContextActive() will already have been called
		for you, so you just need to draw.
	*/
	virtual void renderOpenGL() = 0;

	/** This method is called when the component creates a new OpenGL context.

		A new context may be created when the component is first used, or when it
		is moved to a different window, or when the window is hidden and re-shown,
		etc.

		You can use this callback as an opportunity to set up things like textures
		that your context needs.

		New contexts are created on-demand by the makeCurrentContextActive() method - so
		if the context is deleted, e.g. by changing the pixel format or window, no context
		will be created until the next call to makeCurrentContextActive(), which will
		synchronously create one and call this method. This means that if you're using
		a non-GUI thread for rendering, you can make sure this method is be called by
		your renderer thread.

		When this callback happens, the context will already have been made current
		using the makeCurrentContextActive() method, so there's no need to call it
		again in your code.
	*/
	virtual void newOpenGLContextCreated() = 0;

	/** Returns the context that will draw into this component.

		This may return 0 if the component is currently invisible or hasn't currently
		got a context. The context object can be deleted and a new one created during
		the lifetime of this component, and there may be times when it doesn't have one.

		@see newOpenGLContextCreated()
	*/
	OpenGLContext* getCurrentContext() const throw()		{ return context; }

	/** Makes this component the current openGL context.

		You might want to use this in things like your resize() method, before calling
		GL commands.

		If this returns false, then the context isn't active, so you should avoid
		making any calls.

		This call may actually create a context if one isn't currently initialised. If
		it does this, it will also synchronously call the newOpenGLContextCreated()
		method to let you initialise it as necessary.

		@see OpenGLContext::makeActive
	*/
	bool makeCurrentContextActive();

	/** Stops the current component being the active OpenGL context.

		This is the opposite of makeCurrentContextActive()

		@see OpenGLContext::makeInactive
	*/
	void makeCurrentContextInactive();

	/** Returns true if this component is the active openGL context for the
		current thread.

		@see OpenGLContext::isActive
	*/
	bool isActiveContext() const throw();

	/** Calls the rendering callback, and swaps the buffers afterwards.

		This is called automatically by paint() when the component needs to be rendered.

		It can be overridden if you need to decouple the rendering from the paint callback
		and render with a custom thread.

		Returns true if the operation succeeded.
	*/
	virtual bool renderAndSwapBuffers();

	/** This returns a critical section that can be used to lock the current context.

		Because the context that is used by this component can change, e.g. when the
		component is shown or hidden, then if you're rendering to it on a background
		thread, this allows you to lock the context for the duration of your rendering
		routine.
	*/
	CriticalSection& getContextLock() throw()	   { return contextLock; }

	/** @internal */
	void paint (Graphics& g);

	/** Returns the native handle of an embedded heavyweight window, if there is one.

		E.g. On windows, this will return the HWND of the sub-window containing
		the opengl context, on the mac it'll be the NSOpenGLView.
	*/
	void* getNativeWindowHandle() const;

	/** Delete the context.
		This can be called back on the same thread that created the context. */
	void deleteContext();

	juce_UseDebuggingNewOperator

private:
	const OpenGLType type;

	class OpenGLComponentWatcher;
	friend class OpenGLComponentWatcher;
	friend class ScopedPointer <OpenGLComponentWatcher>;
	ScopedPointer <OpenGLComponentWatcher> componentWatcher;
	ScopedPointer <OpenGLContext> context;
	OpenGLContext* contextToShareListsWith;

	CriticalSection contextLock;
	OpenGLPixelFormat preferredPixelFormat;
	bool needToUpdateViewport;

	OpenGLContext* createContext();
	void updateContextPosition();
	void internalRepaint (int x, int y, int w, int h);

	OpenGLComponent (const OpenGLComponent&);
	OpenGLComponent& operator= (const OpenGLComponent&);
};

#endif
#endif   // __JUCE_OPENGLCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_OpenGLComponent.h ***/


#endif
#ifndef __JUCE_PREFERENCESPANEL_JUCEHEADER__

/*** Start of inlined file: juce_PreferencesPanel.h ***/
#ifndef __JUCE_PREFERENCESPANEL_JUCEHEADER__
#define __JUCE_PREFERENCESPANEL_JUCEHEADER__

/**
	A component with a set of buttons at the top for changing between pages of
	preferences.

	This is just a handy way of writing a Mac-style preferences panel where you
	have a row of buttons along the top for the different preference categories,
	each button having an icon above its name. Clicking these will show an
	appropriate prefs page below it.

	You can either put one of these inside your own component, or just use the
	showInDialogBox() method to show it in a window and run it modally.

	To use it, just add a set of named pages with the addSettingsPage() method,
	and implement the createComponentForPage() method to create suitable components
	for each of these pages.
*/
class JUCE_API  PreferencesPanel  : public Component,
									private ButtonListener // (can't use Button::Listener due to idiotic VC2005 bug)
{
public:

	/** Creates an empty panel.

		Use addSettingsPage() to add some pages to it in your constructor.
	*/
	PreferencesPanel();

	/** Destructor. */
	~PreferencesPanel();

	/** Creates a page using a set of drawables to define the page's icon.

		Note that the other version of this method is much easier if you're using
		an image instead of a custom drawable.

		@param pageTitle	the name of this preferences page - you'll need to
							make sure your createComponentForPage() method creates
							a suitable component when it is passed this name
		@param normalIcon   the drawable to display in the page's button normally
		@param overIcon	 the drawable to display in the page's button when the mouse is over
		@param downIcon	 the drawable to display in the page's button when the button is down
		@see DrawableButton
	*/
	void addSettingsPage (const String& pageTitle,
						  const Drawable* normalIcon,
						  const Drawable* overIcon,
						  const Drawable* downIcon);

	/** Creates a page using a set of drawables to define the page's icon.

		The other version of this method gives you more control over the icon, but this
		one is much easier if you're just loading it from a file.

		@param pageTitle	the name of this preferences page - you'll need to
								make sure your createComponentForPage() method creates
								a suitable component when it is passed this name
		@param imageData	a block of data containing an image file, e.g. a jpeg, png or gif.
								For this to look good, you'll probably want to use a nice
								transparent png file.
		@param imageDataSize	the size of the image data, in bytes
	*/
	void addSettingsPage (const String& pageTitle,
						  const void* imageData,
						  int imageDataSize);

	/** Utility method to display this panel in a DialogWindow.

		Calling this will create a DialogWindow containing this panel with the
		given size and title, and will run it modally, returning when the user
		closes the dialog box.
	*/
	void showInDialogBox (const String& dialogTitle,
						  int dialogWidth,
						  int dialogHeight,
						  const Colour& backgroundColour = Colours::white);

	/** Subclasses must override this to return a component for each preferences page.

		The subclass should return a pointer to a new component representing the named
		page, which the panel will then display.

		The panel will delete the component later when the user goes to another page
		or deletes the panel.
	*/
	virtual Component* createComponentForPage (const String& pageName) = 0;

	/** Changes the current page being displayed. */
	void setCurrentPage (const String& pageName);

	/** @internal */
	void resized();
	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void buttonClicked (Button* button);

	juce_UseDebuggingNewOperator

private:

	String currentPageName;
	ScopedPointer <Component> currentPage;
	OwnedArray<DrawableButton> buttons;
	int buttonSize;

	PreferencesPanel (const PreferencesPanel&);
	PreferencesPanel& operator= (const PreferencesPanel&);
};

#endif   // __JUCE_PREFERENCESPANEL_JUCEHEADER__
/*** End of inlined file: juce_PreferencesPanel.h ***/


#endif
#ifndef __JUCE_QUICKTIMEMOVIECOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_QuickTimeMovieComponent.h ***/
#ifndef __JUCE_QUICKTIMEMOVIECOMPONENT_JUCEHEADER__
#define __JUCE_QUICKTIMEMOVIECOMPONENT_JUCEHEADER__

// (NB: This stuff mustn't go inside the "#if QUICKTIME" block, or it'll break the
// amalgamated build)
#if JUCE_WINDOWS

  typedef ActiveXControlComponent QTCompBaseClass;
#elif JUCE_MAC

  typedef NSViewComponent QTCompBaseClass;
#endif

// this is used to disable QuickTime, and is defined in juce_Config.h
#if JUCE_QUICKTIME || DOXYGEN

/**
	A window that can play back a QuickTime movie.

*/
class JUCE_API  QuickTimeMovieComponent	 : public QTCompBaseClass
{
public:

	/** Creates a QuickTimeMovieComponent, initially blank.

		Use the loadMovie() method to load a movie once you've added the
		component to a window, (or put it on the desktop as a heavyweight window).
		Loading a movie when the component isn't visible can cause problems, as
		QuickTime needs a window handle to initialise properly.
	*/
	QuickTimeMovieComponent();

	/** Destructor. */
	~QuickTimeMovieComponent();

	/** Returns true if QT is installed and working on this machine.
	*/
	static bool isQuickTimeAvailable() throw();

	/** Tries to load a QuickTime movie from a file into the player.

		It's best to call this function once you've added the component to a window,
		(or put it on the desktop as a heavyweight window). Loading a movie when the
		component isn't visible can cause problems, because QuickTime needs a window
		handle to do its stuff.

		@param movieFile	the .mov file to open
		@param isControllerVisible  whether to show a controller bar at the bottom
		@returns true if the movie opens successfully
	*/
	bool loadMovie (const File& movieFile,
					bool isControllerVisible);

	/** Tries to load a QuickTime movie from a URL into the player.

		It's best to call this function once you've added the component to a window,
		(or put it on the desktop as a heavyweight window). Loading a movie when the
		component isn't visible can cause problems, because QuickTime needs a window
		handle to do its stuff.

		@param movieURL	the .mov file to open
		@param isControllerVisible  whether to show a controller bar at the bottom
		@returns true if the movie opens successfully
	*/
	bool loadMovie (const URL& movieURL,
					bool isControllerVisible);

	/** Tries to load a QuickTime movie from a stream into the player.

		It's best to call this function once you've added the component to a window,
		(or put it on the desktop as a heavyweight window). Loading a movie when the
		component isn't visible can cause problems, because QuickTime needs a window
		handle to do its stuff.

		@param movieStream	a stream containing a .mov file. The component may try
							  to read the whole stream before playing, rather than
							  streaming from it.
		@param isControllerVisible  whether to show a controller bar at the bottom
		@returns true if the movie opens successfully
	*/
	bool loadMovie (InputStream* movieStream,
					bool isControllerVisible);

	/** Closes the movie, if one is open. */
	void closeMovie();

	/** Returns the movie file that is currently open.

		If there isn't one, this returns File::nonexistent
	*/
	const File getCurrentMovieFile() const;

	/** Returns true if there's currently a movie open. */
	bool isMovieOpen() const;

	/** Returns the length of the movie, in seconds. */
	double getMovieDuration() const;

	/** Returns the movie's natural size, in pixels.

		You can use this to resize the component to show the movie at its preferred
		scale.

		If no movie is loaded, the size returned will be 0 x 0.
	*/
	void getMovieNormalSize (int& width, int& height) const;

	/** This will position the component within a given area, keeping its aspect
		ratio correct according to the movie's normal size.

		The component will be made as large as it can go within the space, and will
		be aligned according to the justification value if this means there are gaps at
		the top or sides.
	*/
	void setBoundsWithCorrectAspectRatio (const Rectangle<int>& spaceToFitWithin,
										  const RectanglePlacement& placement);

	/** Starts the movie playing. */
	void play();

	/** Stops the movie playing. */
	void stop();

	/** Returns true if the movie is currently playing. */
	bool isPlaying() const;

	/** Moves the movie's position back to the start. */
	void goToStart();

	/** Sets the movie's position to a given time. */
	void setPosition (double seconds);

	/** Returns the current play position of the movie. */
	double getPosition() const;

	/** Changes the movie playback rate.

		A value of 1 is normal speed, greater values play it proportionately faster,
		smaller values play it slower.
	*/
	void setSpeed (float newSpeed);

	/** Changes the movie's playback volume.

		@param newVolume	the volume in the range 0 (silent) to 1.0 (full)
	*/
	void setMovieVolume (float newVolume);

	/** Returns the movie's playback volume.

		@returns the volume in the range 0 (silent) to 1.0 (full)
	*/
	float getMovieVolume() const;

	/** Tells the movie whether it should loop. */
	void setLooping (bool shouldLoop);

	/** Returns true if the movie is currently looping.

		@see setLooping
	*/
	bool isLooping() const;

	/** True if the native QuickTime controller bar is shown in the window.

		@see loadMovie
	*/
	bool isControllerVisible() const;

	/** @internal */
	void paint (Graphics& g);

	juce_UseDebuggingNewOperator

private:
	File movieFile;
	bool movieLoaded, controllerVisible, looping;

#if JUCE_WINDOWS
	void parentHierarchyChanged();
	void visibilityChanged();

	void createControlIfNeeded();
	bool isControlCreated() const;

	class Pimpl;
	friend class ScopedPointer <Pimpl>;
	ScopedPointer <Pimpl> pimpl;
#else
	void* movie;
#endif

	QuickTimeMovieComponent (const QuickTimeMovieComponent&);
	QuickTimeMovieComponent& operator= (const QuickTimeMovieComponent&);
};

#endif
#endif   // __JUCE_QUICKTIMEMOVIECOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_QuickTimeMovieComponent.h ***/


#endif
#ifndef __JUCE_SYSTEMTRAYICONCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_SystemTrayIconComponent.h ***/
#ifndef __JUCE_SYSTEMTRAYICONCOMPONENT_JUCEHEADER__
#define __JUCE_SYSTEMTRAYICONCOMPONENT_JUCEHEADER__

#if JUCE_WINDOWS || JUCE_LINUX || DOXYGEN

/**
	On Windows only, this component sits in the taskbar tray as a small icon.

	To use it, just create one of these components, but don't attempt to make it
	visible, add it to a parent, or put it on the desktop.

	You can then call setIconImage() to create an icon for it in the taskbar.

	To change the icon's tooltip, you can use setIconTooltip().

	To respond to mouse-events, you can override the normal mouseDown(),
	mouseUp(), mouseDoubleClick() and mouseMove() methods, and although the x, y
	position will not be valid, you can use this to respond to clicks. Traditionally
	you'd use a left-click to show your application's window, and a right-click
	to show a pop-up menu.
*/
class JUCE_API  SystemTrayIconComponent  : public Component
{
public:

	SystemTrayIconComponent();

	/** Destructor. */
	~SystemTrayIconComponent();

	/** Changes the image shown in the taskbar.
	*/
	void setIconImage (const Image& newImage);

	/** Changes the tooltip that Windows shows above the icon. */
	void setIconTooltip (const String& tooltip);

#if JUCE_LINUX
	/** @internal */
	void paint (Graphics& g);
#endif

	juce_UseDebuggingNewOperator

private:

	SystemTrayIconComponent (const SystemTrayIconComponent&);
	SystemTrayIconComponent& operator= (const SystemTrayIconComponent&);
};

#endif
#endif   // __JUCE_SYSTEMTRAYICONCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_SystemTrayIconComponent.h ***/


#endif
#ifndef __JUCE_WEBBROWSERCOMPONENT_JUCEHEADER__

/*** Start of inlined file: juce_WebBrowserComponent.h ***/
#ifndef __JUCE_WEBBROWSERCOMPONENT_JUCEHEADER__
#define __JUCE_WEBBROWSERCOMPONENT_JUCEHEADER__

#if JUCE_WEB_BROWSER || DOXYGEN

#if ! DOXYGEN
 class WebBrowserComponentInternal;
#endif

/**
	A component that displays an embedded web browser.

	The browser itself will be platform-dependent. On the Mac, probably Safari, on
	Windows, probably IE.

*/
class JUCE_API  WebBrowserComponent	  : public Component
{
public:

	/** Creates a WebBrowserComponent.

		Once it's created and visible, send the browser to a URL using goToURL().

		@param unloadPageWhenBrowserIsHidden  if this is true, then when the browser
							component is taken offscreen, it'll clear the current page
							and replace it with a blank page - this can be handy to stop
							the browser using resources in the background when it's not
							actually being used.
	*/
	explicit WebBrowserComponent (bool unloadPageWhenBrowserIsHidden = true);

	/** Destructor. */
	~WebBrowserComponent();

	/** Sends the browser to a particular URL.

		@param url	  the URL to go to.
		@param headers  an optional set of parameters to put in the HTTP header. If
						you supply this, it should be a set of string in the form
						"HeaderKey: HeaderValue"
		@param postData an optional block of data that will be attached to the HTTP
						POST request
	*/
	void goToURL (const String& url,
				  const StringArray* headers = 0,
				  const MemoryBlock* postData = 0);

	/** Stops the current page loading.
	*/
	void stop();

	/** Sends the browser back one page.
	*/
	void goBack();

	/** Sends the browser forward one page.
	*/
	void goForward();

	/** Refreshes the browser.
	*/
	void refresh();

	/** This callback is called when the browser is about to navigate
		to a new location.

		You can override this method to perform some action when the user
		tries to go to a particular URL. To allow the operation to carry on,
		return true, or return false to stop the navigation happening.
	*/
	virtual bool pageAboutToLoad (const String& newURL);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void parentHierarchyChanged();
	/** @internal */
	void visibilityChanged();

	juce_UseDebuggingNewOperator

private:
	WebBrowserComponentInternal* browser;
	bool blankPageShown, unloadPageWhenBrowserIsHidden;
	String lastURL;
	StringArray lastHeaders;
	MemoryBlock lastPostData;

	void reloadLastURL();
	void checkWindowAssociation();

	WebBrowserComponent (const WebBrowserComponent&);
	WebBrowserComponent& operator= (const WebBrowserComponent&);
};

#endif
#endif   // __JUCE_WEBBROWSERCOMPONENT_JUCEHEADER__
/*** End of inlined file: juce_WebBrowserComponent.h ***/


#endif
#ifndef __JUCE_ALERTWINDOW_JUCEHEADER__

#endif
#ifndef __JUCE_CALLOUTBOX_JUCEHEADER__

/*** Start of inlined file: juce_CallOutBox.h ***/
#ifndef __JUCE_CALLOUTBOX_JUCEHEADER__
#define __JUCE_CALLOUTBOX_JUCEHEADER__

/**
	A box with a small arrow that can be used as a temporary pop-up window to show
	extra controls when a button or other component is clicked.

	Using one of these is similar to having a popup menu attached to a button or
	other component - but it looks fancier, and has an arrow that can indicate the
	object that it applies to.

	Normally, you'd create one of these on the stack and run it modally, e.g.

	@code
	void mouseUp (const MouseEvent& e)
	{
		MyContentComponent content;
		content.setSize (300, 300);

		CallOutBox callOut (content, *this, 0);
		callOut.runModalLoop();
	}
	@endcode

	The call-out will resize and position itself when the content changes size.
*/
class JUCE_API  CallOutBox	: public Component
{
public:

	/** Creates a CallOutBox.

		@param contentComponent	 the component to display inside the call-out. This should
									already have a size set (although the call-out will also
									update itself when the component's size is changed later).
									Obviously this component must not be deleted until the
									call-out box has been deleted.
		@param componentToPointTo   the component that the call-out's arrow should point towards
		@param parentComponent	  if non-zero, this is the component to add the call-out to. If
									this is zero, the call-out will be added to the desktop.
	*/
	CallOutBox (Component& contentComponent,
				Component& componentToPointTo,
				Component* parentComponent);

	/** Destructor. */
	~CallOutBox();

	/** Changes the length of the arrow. */
	void setArrowSize (float newSize);

	/** Updates the position and size of the box.

		You shouldn't normally need to call this, unless you need more precise control over the
		layout.

		@param newAreaToPointTo	 the rectangle to make the box's arrow point to
		@param newAreaToFitIn	   the area within which the box's position should be constrained
	*/
	void updatePosition (const Rectangle<int>& newAreaToPointTo,
						 const Rectangle<int>& newAreaToFitIn);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void resized();
	/** @internal */
	void moved();
	/** @internal */
	void childBoundsChanged (Component*);
	/** @internal */
	bool hitTest (int x, int y);
	/** @internal */
	void inputAttemptWhenModal();
	/** @internal */
	bool keyPressed (const KeyPress& key);
	/** @internal */
	void handleCommandMessage (int commandId);

	juce_UseDebuggingNewOperator

private:
	int borderSpace;
	float arrowSize;
	Component& content;
	Path outline;
	Point<float> targetPoint;
	Rectangle<int> availableArea, targetArea;
	Image background;

	void refreshPath();
	void drawCallOutBoxBackground (Graphics& g, const Path& outline, int width, int height);

	CallOutBox (const CallOutBox&);
	CallOutBox& operator= (const CallOutBox&);
};

#endif   // __JUCE_CALLOUTBOX_JUCEHEADER__
/*** End of inlined file: juce_CallOutBox.h ***/


#endif
#ifndef __JUCE_COMPONENTPEER_JUCEHEADER__

/*** Start of inlined file: juce_ComponentPeer.h ***/
#ifndef __JUCE_COMPONENTPEER_JUCEHEADER__
#define __JUCE_COMPONENTPEER_JUCEHEADER__

class ComponentBoundsConstrainer;

/**
	The base class for window objects that wrap a component as a real operating
	system object.

	This is an abstract base class - the platform specific code contains default
	implementations of it that create and manage windows.

	@see Component::createNewPeer
*/
class JUCE_API  ComponentPeer
{
public:

	/** A combination of these flags is passed to the ComponentPeer constructor. */
	enum StyleFlags
	{
		windowAppearsOnTaskbar	  = (1 << 0),	/**< Indicates that the window should have a corresponding
														entry on the taskbar (ignored on MacOSX) */
		windowIsTemporary	   = (1 << 1),	/**< Indicates that the window is a temporary popup, like a menu,
														tooltip, etc. */
		windowIgnoresMouseClicks	= (1 << 2),	/**< Indicates that the window should let mouse clicks pass
														through it (may not be possible on some platforms). */
		windowHasTitleBar	   = (1 << 3),	/**< Indicates that the window should have a normal OS-specific
														title bar and frame\. if not specified, the window will be
														borderless. */
		windowIsResizable	   = (1 << 4),	/**< Indicates that the window should have a resizable border. */
		windowHasMinimiseButton	 = (1 << 5),	/**< Indicates that if the window has a title bar, it should have a
														minimise button on it. */
		windowHasMaximiseButton	 = (1 << 6),	/**< Indicates that if the window has a title bar, it should have a
														maximise button on it. */
		windowHasCloseButton	= (1 << 7),	/**< Indicates that if the window has a title bar, it should have a
														close button on it. */
		windowHasDropShadow	 = (1 << 8),	/**< Indicates that the window should have a drop-shadow (this may
														not be possible on all platforms). */
		windowRepaintedExplictly	= (1 << 9),	/**< Not intended for public use - this tells a window not to
														do its own repainting, but only to repaint when the
														performAnyPendingRepaintsNow() method is called. */
		windowIgnoresKeyPresses	 = (1 << 10),   /**< Tells the window not to catch any keypresses. This can
														be used for things like plugin windows, to stop them interfering
														with the host's shortcut keys */
		windowIsSemiTransparent	 = (1 << 31)	/**< Not intended for public use - makes a window transparent. */

	};

	/** Creates a peer.

		The component is the one that we intend to represent, and the style flags are
		a combination of the values in the StyleFlags enum
	*/
	ComponentPeer (Component* component, int styleFlags);

	/** Destructor. */
	virtual ~ComponentPeer();

	/** Returns the component being represented by this peer. */
	Component* getComponent() const throw()		 { return component; }

	/** Returns the set of style flags that were set when the window was created.

		@see Component::addToDesktop
	*/
	int getStyleFlags() const throw()			   { return styleFlags; }

	/** Returns the raw handle to whatever kind of window is being used.

		On windows, this is probably a HWND, on the mac, it's likely to be a WindowRef,
		but rememeber there's no guarantees what you'll get back.
	*/
	virtual void* getNativeHandle() const = 0;

	/** Shows or hides the window. */
	virtual void setVisible (bool shouldBeVisible) = 0;

	/** Changes the title of the window. */
	virtual void setTitle (const String& title) = 0;

	/** Moves the window without changing its size.

		If the native window is contained in another window, then the co-ordinates are
		relative to the parent window's origin, not the screen origin.

		This should result in a callback to handleMovedOrResized().
	*/
	virtual void setPosition (int x, int y) = 0;

	/** Resizes the window without changing its position.

		This should result in a callback to handleMovedOrResized().
	*/
	virtual void setSize (int w, int h) = 0;

	/** Moves and resizes the window.

		If the native window is contained in another window, then the co-ordinates are
		relative to the parent window's origin, not the screen origin.

		This should result in a callback to handleMovedOrResized().
	*/
	virtual void setBounds (int x, int y, int w, int h, bool isNowFullScreen) = 0;

	/** Returns the current position and size of the window.

		If the native window is contained in another window, then the co-ordinates are
		relative to the parent window's origin, not the screen origin.
	*/
	virtual const Rectangle<int> getBounds() const = 0;

	/** Returns the x-position of this window, relative to the screen's origin. */
	virtual const Point<int> getScreenPosition() const = 0;

	/** Converts a position relative to the top-left of this component to screen co-ordinates. */
	virtual const Point<int> localToGlobal (const Point<int>& relativePosition) = 0;

	/** Converts a rectangle relative to the top-left of this component to screen co-ordinates. */
	virtual const Rectangle<int> localToGlobal (const Rectangle<int>& relativePosition);

	/** Converts a screen co-ordinate to a position relative to the top-left of this component. */
	virtual const Point<int> globalToLocal (const Point<int>& screenPosition) = 0;

	/** Converts a screen area to a position relative to the top-left of this component. */
	virtual const Rectangle<int> globalToLocal (const Rectangle<int>& screenPosition);

	/** Minimises the window. */
	virtual void setMinimised (bool shouldBeMinimised) = 0;

	/** True if the window is currently minimised. */
	virtual bool isMinimised() const = 0;

	/** Enable/disable fullscreen mode for the window. */
	virtual void setFullScreen (bool shouldBeFullScreen) = 0;

	/** True if the window is currently full-screen. */
	virtual bool isFullScreen() const = 0;

	/** Sets the size to restore to if fullscreen mode is turned off. */
	void setNonFullScreenBounds (const Rectangle<int>& newBounds) throw();

	/** Returns the size to restore to if fullscreen mode is turned off. */
	const Rectangle<int>& getNonFullScreenBounds() const throw();

	/** Attempts to change the icon associated with this window.
	*/
	virtual void setIcon (const Image& newIcon) = 0;

	/** Sets a constrainer to use if the peer can resize itself.

		The constrainer won't be deleted by this object, so the caller must manage its lifetime.
	*/
	void setConstrainer (ComponentBoundsConstrainer* newConstrainer) throw();

	/** Returns the current constrainer, if one has been set. */
	ComponentBoundsConstrainer* getConstrainer() const throw()		  { return constrainer; }

	/** Checks if a point is in the window.

		Coordinates are relative to the top-left of this window. If trueIfInAChildWindow
		is false, then this returns false if the point is actually inside a child of this
		window.
	*/
	virtual bool contains (const Point<int>& position, bool trueIfInAChildWindow) const = 0;

	/** Returns the size of the window frame that's around this window.

		Whether or not the window has a normal window frame depends on the flags
		that were set when the window was created by Component::addToDesktop()
	*/
	virtual const BorderSize getFrameSize() const = 0;

	/** This is called when the window's bounds change.

		A peer implementation must call this when the window is moved and resized, so that
		this method can pass the message on to the component.
	*/
	void handleMovedOrResized();

	/** This is called if the screen resolution changes.

		A peer implementation must call this if the monitor arrangement changes or the available
		screen size changes.
	*/
	void handleScreenSizeChange();

	/** This is called to repaint the component into the given context. */
	void handlePaint (LowLevelGraphicsContext& contextToPaintTo);

	/** Sets this window to either be always-on-top or normal.

		Some kinds of window might not be able to do this, so should return false.
	*/
	virtual bool setAlwaysOnTop (bool alwaysOnTop) = 0;

	/** Brings the window to the top, optionally also giving it focus. */
	virtual void toFront (bool makeActive) = 0;

	/** Moves the window to be just behind another one. */
	virtual void toBehind (ComponentPeer* other) = 0;

	/** Called when the window is brought to the front, either by the OS or by a call
		to toFront().
	*/
	void handleBroughtToFront();

	/** True if the window has the keyboard focus. */
	virtual bool isFocused() const = 0;

	/** Tries to give the window keyboard focus. */
	virtual void grabFocus() = 0;

	/** Tells the window that text input may be required at the given position.

		This may cause things like a virtual on-screen keyboard to appear, depending
		on the OS.
	*/
	virtual void textInputRequired (const Point<int>& position) = 0;

	/** Called when the window gains keyboard focus. */
	void handleFocusGain();
	/** Called when the window loses keyboard focus. */
	void handleFocusLoss();

	Component* getLastFocusedSubcomponent() const throw();

	/** Called when a key is pressed.

		For keycode info, see the KeyPress class.
		Returns true if the keystroke was used.
	*/
	bool handleKeyPress (int keyCode,
						 juce_wchar textCharacter);

	/** Called whenever a key is pressed or released.
		Returns true if the keystroke was used.
	*/
	bool handleKeyUpOrDown (bool isKeyDown);

	/** Called whenever a modifier key is pressed or released. */
	void handleModifierKeysChange();

	/** Returns the currently focused TextInputTarget, or null if none is found. */
	TextInputTarget* findCurrentTextInputTarget();

	/** Invalidates a region of the window to be repainted asynchronously. */
	virtual void repaint (const Rectangle<int>& area) = 0;

	/** This can be called (from the message thread) to cause the immediate redrawing
		of any areas of this window that need repainting.

		You shouldn't ever really need to use this, it's mainly for special purposes
		like supporting audio plugins where the host's event loop is out of our control.
	*/
	virtual void performAnyPendingRepaintsNow() = 0;

	/** Changes the window's transparency. */
	virtual void setAlpha (float newAlpha) = 0;

	void handleMouseEvent (int touchIndex, const Point<int>& positionWithinPeer, const ModifierKeys& newMods, int64 time);
	void handleMouseWheel (int touchIndex, const Point<int>& positionWithinPeer, int64 time, float x, float y);

	void handleUserClosingWindow();

	void handleFileDragMove (const StringArray& files, const Point<int>& position);
	void handleFileDragExit (const StringArray& files);
	void handleFileDragDrop (const StringArray& files, const Point<int>& position);

	/** Resets the masking region.

		The subclass should call this every time it's about to call the handlePaint
		method.

		@see addMaskedRegion
	*/
	void clearMaskedRegion();

	/** Adds a rectangle to the set of areas not to paint over.

		A component can call this on its peer during its paint() method, to signal
		that the painting code should ignore a given region. The reason
		for this is to stop embedded windows (such as OpenGL) getting painted over.

		The masked region is cleared each time before a paint happens, so a component
		will have to make sure it calls this every time it's painted.
	*/
	void addMaskedRegion (int x, int y, int w, int h);

	/** Returns the number of currently-active peers.

		@see getPeer
	*/
	static int getNumPeers() throw();

	/** Returns one of the currently-active peers.

		@see getNumPeers
	*/
	static ComponentPeer* getPeer (int index) throw();

	/** Checks if this peer object is valid.

		@see getNumPeers
	*/
	static bool isValidPeer (const ComponentPeer* peer) throw();

	virtual const StringArray getAvailableRenderingEngines();
	virtual int getCurrentRenderingEngine() throw();
	virtual void setCurrentRenderingEngine (int index);

	juce_UseDebuggingNewOperator

protected:
	Component* const component;
	const int styleFlags;
	RectangleList maskedRegion;
	Rectangle<int> lastNonFullscreenBounds;
	uint32 lastPaintTime;
	ComponentBoundsConstrainer* constrainer;

	static void updateCurrentModifiers() throw();

private:

	Component::SafePointer<Component> lastFocusedComponent, dragAndDropTargetComponent;
	Component* lastDragAndDropCompUnderMouse;
	bool fakeMouseMessageSent : 1, isWindowMinimised : 1;

	friend class Component;
	friend class Desktop;
	static ComponentPeer* getPeerFor (const Component* component) throw();

	void setLastDragDropTarget (Component* comp);

	ComponentPeer (const ComponentPeer&);
	ComponentPeer& operator= (const ComponentPeer&);
};

#endif   // __JUCE_COMPONENTPEER_JUCEHEADER__
/*** End of inlined file: juce_ComponentPeer.h ***/


#endif
#ifndef __JUCE_DIALOGWINDOW_JUCEHEADER__

/*** Start of inlined file: juce_DialogWindow.h ***/
#ifndef __JUCE_DIALOGWINDOW_JUCEHEADER__
#define __JUCE_DIALOGWINDOW_JUCEHEADER__

/**
	A dialog-box style window.

	This class is a convenient way of creating a DocumentWindow with a close button
	that can be triggered by pressing the escape key.

	Any of the methods available to a DocumentWindow or ResizableWindow are also
	available to this, so it can be made resizable, have a menu bar, etc.

	To add items to the box, see the ResizableWindow::setContentComponent() method.
	Don't add components directly to this class - always put them in a content component!

	You'll need to override the DocumentWindow::closeButtonPressed() method to handle
	the user clicking the close button - for more info, see the DocumentWindow
	help.

	@see DocumentWindow, ResizableWindow
*/
class JUCE_API  DialogWindow   : public DocumentWindow
{
public:

	/** Creates a DialogWindow.

		@param name		 the name to give the component - this is also
									the title shown at the top of the window. To change
									this later, use setName()
		@param backgroundColour	 the colour to use for filling the window's background.
		@param escapeKeyTriggersCloseButton if true, then pressing the escape key will cause the
											close button to be triggered
		@param addToDesktop	 if true, the window will be automatically added to the
									desktop; if false, you can use it as a child component
	*/
	DialogWindow (const String& name,
				  const Colour& backgroundColour,
				  bool escapeKeyTriggersCloseButton,
				  bool addToDesktop = true);

	/** Destructor.

		If a content component has been set with setContentComponent(), it
		will be deleted.
	*/
	~DialogWindow();

	/** Easy way of quickly showing a dialog box containing a given component.

		This will open and display a DialogWindow containing a given component, returning
		when the user clicks its close button.

		It returns the value that was returned by the dialog box's runModalLoop() call.

		To close the dialog programatically, you should call exitModalState (returnValue) on
		the DialogWindow that is created. To find a pointer to this window from your
		contentComponent, you can do something like this:
		@code
		Dialogwindow* dw = contentComponent->findParentComponentOfClass ((DialogWindow*) 0);

		if (dw != 0)
			dw->exitModalState (1234);
		@endcode

		@param dialogTitle	  the dialog box's title
		@param contentComponent	 the content component for the dialog box. Make sure
									that this has been set to the size you want it to
									be before calling this method. The component won't
									be deleted by this call, so you can re-use it or delete
									it afterwards
		@param componentToCentreAround  if this is non-zero, it indicates a component that
									you'd like to show this dialog box in front of. See the
									DocumentWindow::centreAroundComponent() method for more
									info on this parameter
		@param backgroundColour	 a colour to use for the dialog box's background colour
		@param escapeKeyTriggersCloseButton if true, then pressing the escape key will cause the
											close button to be triggered
		@param shouldBeResizable	if true, the dialog window has either a resizable border, or
									a corner resizer
		@param useBottomRightCornerResizer	 if shouldBeResizable is true, this indicates whether
									to use a border or corner resizer component. See ResizableWindow::setResizable()
	*/
	static int showModalDialog (const String& dialogTitle,
								Component* contentComponent,
								Component* componentToCentreAround,
								const Colour& backgroundColour,
								bool escapeKeyTriggersCloseButton,
								bool shouldBeResizable = false,
								bool useBottomRightCornerResizer = false);

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	void resized();

private:
	bool escapeKeyTriggersCloseButton;

	DialogWindow (const DialogWindow&);
	DialogWindow& operator= (const DialogWindow&);
};

#endif   // __JUCE_DIALOGWINDOW_JUCEHEADER__
/*** End of inlined file: juce_DialogWindow.h ***/


#endif
#ifndef __JUCE_DOCUMENTWINDOW_JUCEHEADER__

#endif
#ifndef __JUCE_RESIZABLEWINDOW_JUCEHEADER__

#endif
#ifndef __JUCE_SPLASHSCREEN_JUCEHEADER__

/*** Start of inlined file: juce_SplashScreen.h ***/
#ifndef __JUCE_SPLASHSCREEN_JUCEHEADER__
#define __JUCE_SPLASHSCREEN_JUCEHEADER__

/** A component for showing a splash screen while your app starts up.

	This will automatically position itself, and delete itself when the app has
	finished initialising (it uses the JUCEApplication::isInitialising() to detect
	this).

	To use it, just create one of these in your JUCEApplication::initialise() method,
	call its show() method and let the object delete itself later.

	E.g. @code

	void MyApp::initialise (const String& commandLine)
	{
		SplashScreen* splash = new SplashScreen();

		splash->show ("welcome to my app",
					  ImageCache::getFromFile (File ("/foobar/splash.jpg")),
					  4000, false);

		.. no need to delete the splash screen - it'll do that itself.
	}

	@endcode
*/
class JUCE_API  SplashScreen  : public Component,
								public Timer,
								private DeletedAtShutdown
{
public:

	/** Creates a SplashScreen object.

		After creating one of these (or your subclass of it), call one of the show()
		methods to display it.
	*/
	SplashScreen();

	/** Destructor. */
	~SplashScreen();

	/** Creates a SplashScreen object that will display an image.

		As soon as this is called, the SplashScreen will be displayed in the centre of the
		screen. This method will also dispatch any pending messages to make sure that when
		it returns, the splash screen has been completely drawn, and your initialisation
		code can carry on.

		@param title		the name to give the component
		@param backgroundImage  an image to draw on the component. The component's size
								will be set to the size of this image, and if the image is
								semi-transparent, the component will be made semi-transparent
								too. This image will be deleted (or released from the ImageCache
								if that's how it was created) by the splash screen object when
								it is itself deleted.
		@param minimumTimeToDisplayFor	how long (in milliseconds) the splash screen
								should stay visible for. If the initialisation takes longer than
								this time, the splash screen will wait for it to finish before
								disappearing, but if initialisation is very quick, this lets
								you make sure that people get a good look at your splash.
		@param useDropShadow	if true, the window will have a drop shadow
		@param removeOnMouseClick   if true, the window will go away as soon as the user clicks
								the mouse (anywhere)
	*/
	void show (const String& title,
			   const Image& backgroundImage,
			   int minimumTimeToDisplayFor,
			   bool useDropShadow,
			   bool removeOnMouseClick = true);

	/** Creates a SplashScreen object with a specified size.

		For a custom splash screen, you can use this method to display it at a certain size
		and then override the paint() method yourself to do whatever's necessary.

		As soon as this is called, the SplashScreen will be displayed in the centre of the
		screen. This method will also dispatch any pending messages to make sure that when
		it returns, the splash screen has been completely drawn, and your initialisation
		code can carry on.

		@param title		the name to give the component
		@param width		the width to use
		@param height	   the height to use
		@param minimumTimeToDisplayFor	how long (in milliseconds) the splash screen
								should stay visible for. If the initialisation takes longer than
								this time, the splash screen will wait for it to finish before
								disappearing, but if initialisation is very quick, this lets
								you make sure that people get a good look at your splash.
		@param useDropShadow	if true, the window will have a drop shadow
		@param removeOnMouseClick   if true, the window will go away as soon as the user clicks
								the mouse (anywhere)
	*/
	void show (const String& title,
			   int width,
			   int height,
			   int minimumTimeToDisplayFor,
			   bool useDropShadow,
			   bool removeOnMouseClick = true);

	/** @internal */
	void paint (Graphics& g);
	/** @internal */
	void timerCallback();

	juce_UseDebuggingNewOperator

private:
	Image backgroundImage;
	Time earliestTimeToDelete;
	int originalClickCounter;

	SplashScreen (const SplashScreen&);
	SplashScreen& operator= (const SplashScreen&);
};

#endif   // __JUCE_SPLASHSCREEN_JUCEHEADER__
/*** End of inlined file: juce_SplashScreen.h ***/


#endif
#ifndef __JUCE_THREADWITHPROGRESSWINDOW_JUCEHEADER__

/*** Start of inlined file: juce_ThreadWithProgressWindow.h ***/
#ifndef __JUCE_THREADWITHPROGRESSWINDOW_JUCEHEADER__
#define __JUCE_THREADWITHPROGRESSWINDOW_JUCEHEADER__

/**
	A thread that automatically pops up a modal dialog box with a progress bar
	and cancel button while it's busy running.

	These are handy for performing some sort of task while giving the user feedback
	about how long there is to go, etc.

	E.g. @code
	class MyTask  : public ThreadWithProgressWindow
	{
	public:
		MyTask()    : ThreadWithProgressWindow ("busy...", true, true)
		{
		}

		~MyTask()
		{
		}

		void run()
		{
			for (int i = 0; i < thingsToDo; ++i)
			{
				// must check this as often as possible, because this is
				// how we know if the user's pressed 'cancel'
				if (threadShouldExit())
					break;

				// this will update the progress bar on the dialog box
				setProgress (i / (double) thingsToDo);

				//   ... do the business here...
			}
		}
	};

	void doTheTask()
	{
		MyTask m;

		if (m.runThread())
		{
			// thread finished normally..
		}
		else
		{
			// user pressed the cancel button..
		}
	}

	@endcode

	@see Thread, AlertWindow
*/
class JUCE_API  ThreadWithProgressWindow  : public Thread,
											private Timer
{
public:

	/** Creates the thread.

		Initially, the dialog box won't be visible, it'll only appear when the
		runThread() method is called.

		@param windowTitle		  the title to go at the top of the dialog box
		@param hasProgressBar	   whether the dialog box should have a progress bar (see
										setProgress() )
		@param hasCancelButton	  whether the dialog box should have a cancel button
		@param timeOutMsWhenCancelling  when 'cancel' is pressed, this is how long to wait for
										the thread to stop before killing it forcibly (see
										Thread::stopThread() )
		@param cancelButtonText	 the text that should be shown in the cancel button
										(if it has one)
	*/
	ThreadWithProgressWindow (const String& windowTitle,
							  bool hasProgressBar,
							  bool hasCancelButton,
							  int timeOutMsWhenCancelling = 10000,
							  const String& cancelButtonText = "Cancel");

	/** Destructor. */
	~ThreadWithProgressWindow();

	/** Starts the thread and waits for it to finish.

		This will start the thread, make the dialog box appear, and wait until either
		the thread finishes normally, or until the cancel button is pressed.

		Before returning, the dialog box will be hidden.

		@param threadPriority   the priority to use when starting the thread - see
								Thread::startThread() for values
		@returns true if the thread finished normally; false if the user pressed cancel
	*/
	bool runThread (int threadPriority = 5);

	/** The thread should call this periodically to update the position of the progress bar.

		@param newProgress  the progress, from 0.0 to 1.0
		@see setStatusMessage
	*/
	void setProgress (double newProgress);

	/** The thread can call this to change the message that's displayed in the dialog box.
	*/
	void setStatusMessage (const String& newStatusMessage);

	/** Returns the AlertWindow that is being used.
	*/
	AlertWindow* getAlertWindow() const throw()	 { return alertWindow; }

	juce_UseDebuggingNewOperator

private:
	void timerCallback();

	double progress;
	ScopedPointer <AlertWindow> alertWindow;
	String message;
	CriticalSection messageLock;
	const int timeOutMsWhenCancelling;

	ThreadWithProgressWindow (const ThreadWithProgressWindow&);
	ThreadWithProgressWindow& operator= (const ThreadWithProgressWindow&);
};

#endif   // __JUCE_THREADWITHPROGRESSWINDOW_JUCEHEADER__
/*** End of inlined file: juce_ThreadWithProgressWindow.h ***/


#endif
#ifndef __JUCE_TOOLTIPWINDOW_JUCEHEADER__

#endif
#ifndef __JUCE_TOPLEVELWINDOW_JUCEHEADER__

#endif
#ifndef __JUCE_COLOUR_JUCEHEADER__

#endif
#ifndef __JUCE_COLOURGRADIENT_JUCEHEADER__

#endif
#ifndef __JUCE_COLOURS_JUCEHEADER__

#endif
#ifndef __JUCE_PIXELFORMATS_JUCEHEADER__

#endif
#ifndef __JUCE_EDGETABLE_JUCEHEADER__

/*** Start of inlined file: juce_EdgeTable.h ***/
#ifndef __JUCE_EDGETABLE_JUCEHEADER__
#define __JUCE_EDGETABLE_JUCEHEADER__

class Path;
class Image;

/**
	A table of horizontal scan-line segments - used for rasterising Paths.

	@see Path, Graphics
*/
class JUCE_API  EdgeTable
{
public:

	/** Creates an edge table containing a path.

		A table is created with a fixed vertical range, and only sections of the path
		which lie within this range will be added to the table.

		@param clipLimits		   only the region of the path that lies within this area will be added
		@param pathToAdd		the path to add to the table
		@param transform		a transform to apply to the path being added
	*/
	EdgeTable (const Rectangle<int>& clipLimits,
			   const Path& pathToAdd,
			   const AffineTransform& transform);

	/** Creates an edge table containing a rectangle.
	*/
	EdgeTable (const Rectangle<int>& rectangleToAdd);

	/** Creates an edge table containing a rectangle list.
	*/
	EdgeTable (const RectangleList& rectanglesToAdd);

	/** Creates an edge table containing a rectangle.
	*/
	EdgeTable (const Rectangle<float>& rectangleToAdd);

	/** Creates a copy of another edge table. */
	EdgeTable (const EdgeTable& other);

	/** Copies from another edge table. */
	EdgeTable& operator= (const EdgeTable& other);

	/** Destructor. */
	~EdgeTable();

	void clipToRectangle (const Rectangle<int>& r) throw();
	void excludeRectangle (const Rectangle<int>& r) throw();
	void clipToEdgeTable (const EdgeTable& other);
	void clipLineToMask (int x, int y, const uint8* mask, int maskStride, int numPixels) throw();
	bool isEmpty() throw();
	const Rectangle<int>& getMaximumBounds() const throw()	   { return bounds; }
	void translate (float dx, int dy) throw();

	/** Reduces the amount of space the table has allocated.

		This will shrink the table down to use as little memory as possible - useful for
		read-only tables that get stored and re-used for rendering.
	*/
	void optimiseTable() throw();

	/** Iterates the lines in the table, for rendering.

		This function will iterate each line in the table, and call a user-defined class
		to render each pixel or continuous line of pixels that the table contains.

		@param iterationCallback	this templated class must contain the following methods:
										@code
										inline void setEdgeTableYPos (int y);
										inline void handleEdgeTablePixel (int x, int alphaLevel) const;
										inline void handleEdgeTablePixelFull (int x) const;
										inline void handleEdgeTableLine (int x, int width, int alphaLevel) const;
										inline void handleEdgeTableLineFull (int x, int width) const;
										@endcode
										(these don't necessarily have to be 'const', but it might help it go faster)
	*/
	template <class EdgeTableIterationCallback>
	void iterate (EdgeTableIterationCallback& iterationCallback) const throw()
	{
		const int* lineStart = table;

		for (int y = 0; y < bounds.getHeight(); ++y)
		{
			const int* line = lineStart;
			lineStart += lineStrideElements;
			int numPoints = line[0];

			if (--numPoints > 0)
			{
				int x = *++line;
				jassert ((x >> 8) >= bounds.getX() && (x >> 8) < bounds.getRight());
				int levelAccumulator = 0;

				iterationCallback.setEdgeTableYPos (bounds.getY() + y);

				while (--numPoints >= 0)
				{
					const int level = *++line;
					jassert (((unsigned int) level) < (unsigned int) 256);
					const int endX = *++line;
					jassert (endX >= x);
					const int endOfRun = (endX >> 8);

					if (endOfRun == (x >> 8))
					{
						// small segment within the same pixel, so just save it for the next
						// time round..
						levelAccumulator += (endX - x) * level;
					}
					else
					{
						// plot the fist pixel of this segment, including any accumulated
						// levels from smaller segments that haven't been drawn yet
						levelAccumulator += (0x100 - (x & 0xff)) * level;
						levelAccumulator >>= 8;
						x >>= 8;

						if (levelAccumulator > 0)
						{
							if (levelAccumulator >= 255)
								iterationCallback.handleEdgeTablePixelFull (x);
							else
								iterationCallback.handleEdgeTablePixel (x, levelAccumulator);
						}

						// if there's a run of similar pixels, do it all in one go..
						if (level > 0)
						{
							jassert (endOfRun <= bounds.getRight());
							const int numPix = endOfRun - ++x;

							if (numPix > 0)
								iterationCallback.handleEdgeTableLine (x, numPix, level);
						}

						// save the bit at the end to be drawn next time round the loop.
						levelAccumulator = (endX & 0xff) * level;
					}

					x = endX;
				}

				levelAccumulator >>= 8;

				if (levelAccumulator > 0)
				{
					x >>= 8;
					jassert (x >= bounds.getX() && x < bounds.getRight());

					if (levelAccumulator >= 255)
						iterationCallback.handleEdgeTablePixelFull (x);
					else
						iterationCallback.handleEdgeTablePixel (x, levelAccumulator);
				}
			}
		}
	}

	juce_UseDebuggingNewOperator

private:
	// table line format: number of points; point0 x, point0 levelDelta, point1 x, point1 levelDelta, etc
	HeapBlock<int> table;
	Rectangle<int> bounds;
	int maxEdgesPerLine, lineStrideElements;
	bool needToCheckEmptinesss;

	void addEdgePoint (int x, int y, int winding) throw();
	void remapTableForNumEdges (int newNumEdgesPerLine) throw();
	void intersectWithEdgeTableLine (int y, const int* otherLine) throw();
	void clipEdgeTableLineToRange (int* line, int x1, int x2) throw();
	void sanitiseLevels (bool useNonZeroWinding) throw();
	static void copyEdgeTableData (int* dest, int destLineStride, const int* src, int srcLineStride, int numLines) throw();
};

#endif   // __JUCE_EDGETABLE_JUCEHEADER__
/*** End of inlined file: juce_EdgeTable.h ***/


#endif
#ifndef __JUCE_FILLTYPE_JUCEHEADER__

/*** Start of inlined file: juce_FillType.h ***/
#ifndef __JUCE_FILLTYPE_JUCEHEADER__
#define __JUCE_FILLTYPE_JUCEHEADER__

/**
	Represents a colour or fill pattern to use for rendering paths.

	This is used by the Graphics and DrawablePath classes as a way to encapsulate
	a brush type. It can either be a solid colour, a gradient, or a tiled image.

	@see Graphics::setFillType, DrawablePath::setFill
*/
class JUCE_API  FillType
{
public:
	/** Creates a default fill type, of solid black. */
	FillType() throw();

	/** Creates a fill type of a solid colour.
		@see setColour
	*/
	FillType (const Colour& colour) throw();

	/** Creates a gradient fill type.
		@see setGradient
	*/
	FillType (const ColourGradient& gradient);

	/** Creates a tiled image fill type. The transform allows you to set the scaling, offset
		and rotation of the pattern.
		@see setTiledImage
	*/
	FillType (const Image& image, const AffineTransform& transform) throw();

	/** Creates a copy of another FillType. */
	FillType (const FillType& other);

	/** Makes a copy of another FillType. */
	FillType& operator= (const FillType& other);

	/** Destructor. */
	~FillType() throw();

	/** Returns true if this is a solid colour fill, and not a gradient or image. */
	bool isColour() const throw()	   { return gradient == 0 && image.isNull(); }

	/** Returns true if this is a gradient fill. */
	bool isGradient() const throw()	 { return gradient != 0; }

	/** Returns true if this is a tiled image pattern fill. */
	bool isTiledImage() const throw()	   { return image.isValid(); }

	/** Turns this object into a solid colour fill.
		If the object was an image or gradient, those fields will no longer be valid. */
	void setColour (const Colour& newColour) throw();

	/** Turns this object into a gradient fill. */
	void setGradient (const ColourGradient& newGradient);

	/** Turns this object into a tiled image fill type. The transform allows you to set
		the scaling, offset and rotation of the pattern.
	*/
	void setTiledImage (const Image& image, const AffineTransform& transform) throw();

	/** Changes the opacity that should be used.
		If the fill is a solid colour, this just changes the opacity of that colour. For
		gradients and image tiles, it changes the opacity that will be used for them.
	*/
	void setOpacity (float newOpacity) throw();

	/** Returns the current opacity to be applied to the colour, gradient, or image.
		@see setOpacity
	*/
	float getOpacity() const throw()	{ return colour.getFloatAlpha(); }

	/** Returns true if this fill type is completely transparent. */
	bool isInvisible() const throw();

	bool operator== (const FillType& other) const;
	bool operator!= (const FillType& other) const;

	/** The solid colour being used.

		If the fill type is not a solid colour, the alpha channel of this colour indicates
		the opacity that should be used for the fill, and the RGB channels are ignored.
	*/
	Colour colour;

	/** Returns the gradient that should be used for filling.
		This will be zero if the object is some other type of fill.
		If a gradient is active, the overall opacity with which it should be applied
		is indicated by the alpha channel of the colour variable.
	*/
	ScopedPointer <ColourGradient> gradient;

	/** The image that should be used for tiling.
		If an image fill is active, the overall opacity with which it should be applied
		is indicated by the alpha channel of the colour variable.
	*/
	Image image;

	/** The transform that should be applied to the image or gradient that's being drawn.
	*/
	AffineTransform transform;

	juce_UseDebuggingNewOperator
};

#endif   // __JUCE_FILLTYPE_JUCEHEADER__
/*** End of inlined file: juce_FillType.h ***/


#endif
#ifndef __JUCE_GRAPHICS_JUCEHEADER__

#endif
#ifndef __JUCE_JUSTIFICATION_JUCEHEADER__

#endif
#ifndef __JUCE_LOWLEVELGRAPHICSCONTEXT_JUCEHEADER__

/*** Start of inlined file: juce_LowLevelGraphicsContext.h ***/
#ifndef __JUCE_LOWLEVELGRAPHICSCONTEXT_JUCEHEADER__
#define __JUCE_LOWLEVELGRAPHICSCONTEXT_JUCEHEADER__

/**
	Interface class for graphics context objects, used internally by the Graphics class.

	Users are not supposed to create instances of this class directly - do your drawing
	via the Graphics object instead.

	It's a base class for different types of graphics context, that may perform software-based
	or OS-accelerated rendering.

	E.g. the LowLevelGraphicsSoftwareRenderer renders onto an image in memory, but other
	subclasses could render directly to a windows HDC, a Quartz context, or an OpenGL
	context.
*/
class JUCE_API  LowLevelGraphicsContext
{
protected:

	LowLevelGraphicsContext();

public:
	virtual ~LowLevelGraphicsContext();

	/** Returns true if this device is vector-based, e.g. a printer. */
	virtual bool isVectorDevice() const = 0;

	/** Moves the origin to a new position.

		The co-ords are relative to the current origin, and indicate the new position
		of (0, 0).
	*/
	virtual void setOrigin (int x, int y) = 0;
	virtual void addTransform (const AffineTransform& transform) = 0;

	virtual bool clipToRectangle (const Rectangle<int>& r) = 0;
	virtual bool clipToRectangleList (const RectangleList& clipRegion) = 0;
	virtual void excludeClipRectangle (const Rectangle<int>& r) = 0;
	virtual void clipToPath (const Path& path, const AffineTransform& transform) = 0;
	virtual void clipToImageAlpha (const Image& sourceImage, const AffineTransform& transform) = 0;

	virtual bool clipRegionIntersects (const Rectangle<int>& r) = 0;
	virtual const Rectangle<int> getClipBounds() const = 0;
	virtual bool isClipEmpty() const = 0;

	virtual void saveState() = 0;
	virtual void restoreState() = 0;

	virtual void setFill (const FillType& fillType) = 0;
	virtual void setOpacity (float newOpacity) = 0;
	virtual void setInterpolationQuality (Graphics::ResamplingQuality quality) = 0;

	virtual void fillRect (const Rectangle<int>& r, bool replaceExistingContents) = 0;
	virtual void fillPath (const Path& path, const AffineTransform& transform) = 0;

	virtual void drawImage (const Image& sourceImage, const AffineTransform& transform, bool fillEntireClipAsTiles) = 0;

	virtual void drawLine (const Line <float>& line) = 0;
	virtual void drawVerticalLine (int x, float top, float bottom) = 0;
	virtual void drawHorizontalLine (int y, float left, float right) = 0;

	virtual void setFont (const Font& newFont) = 0;
	virtual const Font getFont() = 0;
	virtual void drawGlyph (int glyphNumber, const AffineTransform& transform) = 0;
};

#endif   // __JUCE_LOWLEVELGRAPHICSCONTEXT_JUCEHEADER__
/*** End of inlined file: juce_LowLevelGraphicsContext.h ***/


#endif
#ifndef __JUCE_LOWLEVELGRAPHICSPOSTSCRIPTRENDERER_JUCEHEADER__

/*** Start of inlined file: juce_LowLevelGraphicsPostScriptRenderer.h ***/
#ifndef __JUCE_LOWLEVELGRAPHICSPOSTSCRIPTRENDERER_JUCEHEADER__
#define __JUCE_LOWLEVELGRAPHICSPOSTSCRIPTRENDERER_JUCEHEADER__

/**
	An implementation of LowLevelGraphicsContext that turns the drawing operations
	into a PostScript document.

*/
class JUCE_API  LowLevelGraphicsPostScriptRenderer	: public LowLevelGraphicsContext
{
public:

	LowLevelGraphicsPostScriptRenderer (OutputStream& resultingPostScript,
										const String& documentTitle,
										int totalWidth,
										int totalHeight);

	~LowLevelGraphicsPostScriptRenderer();

	bool isVectorDevice() const;
	void setOrigin (int x, int y);
	void addTransform (const AffineTransform& transform);

	bool clipToRectangle (const Rectangle<int>& r);
	bool clipToRectangleList (const RectangleList& clipRegion);
	void excludeClipRectangle (const Rectangle<int>& r);
	void clipToPath (const Path& path, const AffineTransform& transform);
	void clipToImageAlpha (const Image& sourceImage, const AffineTransform& transform);

	void saveState();
	void restoreState();

	bool clipRegionIntersects (const Rectangle<int>& r);
	const Rectangle<int> getClipBounds() const;
	bool isClipEmpty() const;

	void setFill (const FillType& fillType);
	void setOpacity (float opacity);
	void setInterpolationQuality (Graphics::ResamplingQuality quality);

	void fillRect (const Rectangle<int>& r, bool replaceExistingContents);
	void fillPath (const Path& path, const AffineTransform& transform);

	void drawImage (const Image& sourceImage, const AffineTransform& transform, bool fillEntireClipAsTiles);

	void drawLine (const Line <float>& line);

	void drawVerticalLine (int x, float top, float bottom);
	void drawHorizontalLine (int x, float top, float bottom);

	const Font getFont();
	void setFont (const Font& newFont);
	void drawGlyph (int glyphNumber, const AffineTransform& transform);

	juce_UseDebuggingNewOperator

protected:

	OutputStream& out;
	int totalWidth, totalHeight;
	bool needToClip;
	Colour lastColour;

	struct SavedState
	{
		SavedState();
		~SavedState();

		RectangleList clip;
		int xOffset, yOffset;
		FillType fillType;
		Font font;

	private:
		SavedState& operator= (const SavedState&);
	};

	OwnedArray <SavedState> stateStack;

	void writeClip();
	void writeColour (const Colour& colour);
	void writePath (const Path& path) const;
	void writeXY (float x, float y) const;
	void writeTransform (const AffineTransform& trans) const;
	void writeImage (const Image& im, int sx, int sy, int maxW, int maxH) const;

	LowLevelGraphicsPostScriptRenderer (const LowLevelGraphicsPostScriptRenderer& other);
	LowLevelGraphicsPostScriptRenderer& operator= (const LowLevelGraphicsPostScriptRenderer&);
};

#endif   // __JUCE_LOWLEVELGRAPHICSPOSTSCRIPTRENDERER_JUCEHEADER__
/*** End of inlined file: juce_LowLevelGraphicsPostScriptRenderer.h ***/


#endif
#ifndef __JUCE_LOWLEVELGRAPHICSSOFTWARERENDERER_JUCEHEADER__

/*** Start of inlined file: juce_LowLevelGraphicsSoftwareRenderer.h ***/
#ifndef __JUCE_LOWLEVELGRAPHICSSOFTWARERENDERER_JUCEHEADER__
#define __JUCE_LOWLEVELGRAPHICSSOFTWARERENDERER_JUCEHEADER__

/**
	A lowest-common-denominator implementation of LowLevelGraphicsContext that does all
	its rendering in memory.

	User code is not supposed to create instances of this class directly - do all your
	rendering via the Graphics class instead.
*/
class JUCE_API  LowLevelGraphicsSoftwareRenderer	: public LowLevelGraphicsContext
{
public:

	LowLevelGraphicsSoftwareRenderer (const Image& imageToRenderOn);
	LowLevelGraphicsSoftwareRenderer (const Image& imageToRenderOn, int xOffset, int yOffset, const RectangleList& initialClip);
	~LowLevelGraphicsSoftwareRenderer();

	bool isVectorDevice() const;

	void setOrigin (int x, int y);
	void addTransform (const AffineTransform& transform);

	bool clipToRectangle (const Rectangle<int>& r);
	bool clipToRectangleList (const RectangleList& clipRegion);
	void excludeClipRectangle (const Rectangle<int>& r);
	void clipToPath (const Path& path, const AffineTransform& transform);
	void clipToImageAlpha (const Image& sourceImage, const AffineTransform& transform);

	bool clipRegionIntersects (const Rectangle<int>& r);
	const Rectangle<int> getClipBounds() const;
	bool isClipEmpty() const;

	void saveState();
	void restoreState();

	void setFill (const FillType& fillType);
	void setOpacity (float opacity);
	void setInterpolationQuality (Graphics::ResamplingQuality quality);

	void fillRect (const Rectangle<int>& r, bool replaceExistingContents);
	void fillPath (const Path& path, const AffineTransform& transform);

	void drawImage (const Image& sourceImage, const AffineTransform& transform, bool fillEntireClipAsTiles);

	void drawLine (const Line <float>& line);

	void drawVerticalLine (int x, float top, float bottom);
	void drawHorizontalLine (int x, float top, float bottom);

	void setFont (const Font& newFont);
	const Font getFont();
	void drawGlyph (int glyphNumber, float x, float y);
	void drawGlyph (int glyphNumber, const AffineTransform& transform);

	juce_UseDebuggingNewOperator

protected:

	Image image;

	class GlyphCache;
	class CachedGlyph;
	class SavedState;
	friend class ScopedPointer <SavedState>;
	friend class OwnedArray <SavedState>;
	friend class OwnedArray <CachedGlyph>;
	ScopedPointer <SavedState> currentState;
	OwnedArray <SavedState> stateStack;

	LowLevelGraphicsSoftwareRenderer (const LowLevelGraphicsSoftwareRenderer& other);
	LowLevelGraphicsSoftwareRenderer& operator= (const LowLevelGraphicsSoftwareRenderer&);
};

#endif   // __JUCE_LOWLEVELGRAPHICSSOFTWARERENDERER_JUCEHEADER__
/*** End of inlined file: juce_LowLevelGraphicsSoftwareRenderer.h ***/


#endif
#ifndef __JUCE_RECTANGLEPLACEMENT_JUCEHEADER__

#endif
#ifndef __JUCE_DRAWABLE_JUCEHEADER__

#endif
#ifndef __JUCE_DRAWABLECOMPOSITE_JUCEHEADER__

/*** Start of inlined file: juce_DrawableComposite.h ***/
#ifndef __JUCE_DRAWABLECOMPOSITE_JUCEHEADER__
#define __JUCE_DRAWABLECOMPOSITE_JUCEHEADER__

/**
	A drawable object which acts as a container for a set of other Drawables.

	@see Drawable
*/
class JUCE_API  DrawableComposite  : public Drawable,
									 public Expression::EvaluationContext
{
public:

	/** Creates a composite Drawable. */
	DrawableComposite();

	/** Creates a copy of a DrawableComposite. */
	DrawableComposite (const DrawableComposite& other);

	/** Destructor. */
	~DrawableComposite();

	/** Adds a new sub-drawable to this one.

		This passes in a Drawable pointer for this object to look after. To add a copy
		of a drawable, use the form of this method that takes a Drawable reference instead.

		@param drawable	 the object to add - this will be deleted automatically
								when no longer needed, so the caller mustn't keep any
								pointers to it.
		@param index		where to insert it in the list of drawables. 0 is the back,
								-1 is the front, or any value from 0 and getNumDrawables()
								can be used
		@see removeDrawable
	*/
	void insertDrawable (Drawable* drawable, int index = -1);

	/** Adds a new sub-drawable to this one.

		This takes a copy of a Drawable and adds it to this object. To pass in a Drawable
		for this object to look after, use the form of this method that takes a Drawable
		pointer instead.

		@param drawable	 the object to add - an internal copy will be made of this object
		@param index		where to insert it in the list of drawables. 0 is the back,
								-1 is the front, or any value from 0 and getNumDrawables()
								can be used
		@see removeDrawable
	*/
	void insertDrawable (const Drawable& drawable, int index = -1);

	/** Deletes one of the Drawable objects.

		@param index	the index of the drawable to delete, between 0
						and (getNumDrawables() - 1).
		@param deleteDrawable   if this is true, the drawable that is removed will also
						be deleted. If false, it'll just be removed.
		@see insertDrawable, getNumDrawables
	*/
	void removeDrawable (int index, bool deleteDrawable = true);

	/** Returns the number of drawables contained inside this one.

		@see getDrawable
	*/
	int getNumDrawables() const throw()					 { return drawables.size(); }

	/** Returns one of the drawables that are contained in this one.

		Each drawable also has a transform associated with it - you can use getDrawableTransform()
		to find it.

		The pointer returned is managed by this object and will be deleted when no longer
		needed, so be careful what you do with it.

		@see getNumDrawables
	*/
	Drawable* getDrawable (int index) const throw()				 { return drawables [index]; }

	/** Looks for a child drawable with the specified name. */
	Drawable* getDrawableWithName (const String& name) const throw();

	/** Brings one of the Drawables to the front.

		@param index	the index of the drawable to move, between 0
						and (getNumDrawables() - 1).
		@see insertDrawable, getNumDrawables
	*/
	void bringToFront (int index);

	/** Returns the main content rectangle.
		The content area is actually defined by the markers named "left", "right", "top" and
		"bottom", but this method is a shortcut that returns them all at once.
		@see contentLeftMarkerName, contentRightMarkerName, contentTopMarkerName, contentBottomMarkerName
	*/
	const RelativeRectangle getContentArea() const;

	/** Changes the main content area.
		The content area is actually defined by the markers named "left", "right", "top" and
		"bottom", but this method is a shortcut that sets them all at once.
		@see setBoundingBox, contentLeftMarkerName, contentRightMarkerName, contentTopMarkerName, contentBottomMarkerName
	*/
	void setContentArea (const RelativeRectangle& newArea);

	/** Sets the parallelogram that defines the target position of the content rectangle when the drawable is rendered.
		@see setContentArea
	*/
	void setBoundingBox (const RelativeParallelogram& newBoundingBox);

	/** Returns the parallelogram that defines the target position of the content rectangle when the drawable is rendered.
		@see setBoundingBox
	*/
	const RelativeParallelogram& getBoundingBox() const throw()		 { return bounds; }

	/** Changes the bounding box transform to match the content area, so that any sub-items will
		be drawn at their untransformed positions.
	*/
	void resetBoundingBoxToContentArea();

	/** Resets the content area and the bounding transform to fit around the area occupied
		by the child components (ignoring any markers).
	*/
	void resetContentAreaAndBoundingBoxToFitChildren();

	/** Represents a named marker position.
		@see DrawableComposite::getMarker
	*/
	struct Marker
	{
		Marker (const Marker&);
		Marker (const String& name, const RelativeCoordinate& position);
		bool operator!= (const Marker&) const throw();

		String name;
		RelativeCoordinate position;
	};

	int getNumMarkers (bool xAxis) const throw();
	const Marker* getMarker (bool xAxis, int index) const throw();
	void setMarker (const String& name, bool xAxis, const RelativeCoordinate& position);
	void removeMarker (bool xAxis, int index);

	/** The name of the marker that defines the left edge of the content area. */
	static const char* const contentLeftMarkerName;
	/** The name of the marker that defines the right edge of the content area. */
	static const char* const contentRightMarkerName;
	/** The name of the marker that defines the top edge of the content area. */
	static const char* const contentTopMarkerName;
	/** The name of the marker that defines the bottom edge of the content area. */
	static const char* const contentBottomMarkerName;

	/** @internal */
	void render (const Drawable::RenderingContext& context) const;
	/** @internal */
	const Rectangle<float> getBounds() const;
	/** @internal */
	bool hitTest (float x, float y) const;
	/** @internal */
	Drawable* createCopy() const;
	/** @internal */
	void invalidatePoints();
	/** @internal */
	const Rectangle<float> refreshFromValueTree (const ValueTree& tree, ImageProvider* imageProvider);
	/** @internal */
	const ValueTree createValueTree (ImageProvider* imageProvider) const;
	/** @internal */
	static const Identifier valueTreeType;
	/** @internal */
	const Identifier getValueTreeType() const	{ return valueTreeType; }
	/** @internal */
	const Expression getSymbolValue (const String& symbol, const String& member) const;

	/** Internally-used class for wrapping a DrawableComposite's state into a ValueTree. */
	class ValueTreeWrapper   : public ValueTreeWrapperBase
	{
	public:
		ValueTreeWrapper (const ValueTree& state);

		int getNumDrawables() const;
		ValueTree getDrawableState (int index) const;
		ValueTree getDrawableWithId (const String& objectId, bool recursive) const;
		int indexOfDrawable (const ValueTree& item) const;
		void addDrawable (const ValueTree& newDrawableState, int index, UndoManager* undoManager);
		void moveDrawableOrder (int currentIndex, int newIndex, UndoManager* undoManager);
		void removeDrawable (const ValueTree& child, UndoManager* undoManager);

		const RelativeParallelogram getBoundingBox() const;
		void setBoundingBox (const RelativeParallelogram& newBounds, UndoManager* undoManager);
		void resetBoundingBoxToContentArea (UndoManager* undoManager);

		const RelativeRectangle getContentArea() const;
		void setContentArea (const RelativeRectangle& newArea, UndoManager* undoManager);

		int getNumMarkers (bool xAxis) const;
		const ValueTree getMarkerState (bool xAxis, int index) const;
		const ValueTree getMarkerState (bool xAxis, const String& name) const;
		bool containsMarker (bool xAxis, const ValueTree& state) const;
		const Marker getMarker (bool xAxis, const ValueTree& state) const;
		void setMarker (bool xAxis, const Marker& marker, UndoManager* undoManager);
		void removeMarker (bool xAxis, const ValueTree& state, UndoManager* undoManager);

		static const Identifier nameProperty, posProperty, topLeft, topRight, bottomLeft;

	private:
		static const Identifier childGroupTag, markerGroupTagX, markerGroupTagY, markerTag;

		ValueTree getChildList() const;
		ValueTree getChildListCreating (UndoManager* undoManager);
		ValueTree getMarkerList (bool xAxis) const;
		ValueTree getMarkerListCreating (bool xAxis, UndoManager* undoManager);
	};

	juce_UseDebuggingNewOperator

private:
	OwnedArray <Drawable> drawables;
	RelativeParallelogram bounds;
	OwnedArray <Marker> markersX, markersY;

	const Rectangle<float> getUntransformedBounds (bool includeMarkers) const;
	const AffineTransform calculateTransform() const;

	DrawableComposite& operator= (const DrawableComposite&);
};

#endif   // __JUCE_DRAWABLECOMPOSITE_JUCEHEADER__
/*** End of inlined file: juce_DrawableComposite.h ***/


#endif
#ifndef __JUCE_DRAWABLEIMAGE_JUCEHEADER__

/*** Start of inlined file: juce_DrawableImage.h ***/
#ifndef __JUCE_DRAWABLEIMAGE_JUCEHEADER__
#define __JUCE_DRAWABLEIMAGE_JUCEHEADER__

/**
	A drawable object which is a bitmap image.

	@see Drawable
*/
class JUCE_API  DrawableImage  : public Drawable
{
public:

	DrawableImage();
	DrawableImage (const DrawableImage& other);

	/** Destructor. */
	~DrawableImage();

	/** Sets the image that this drawable will render. */
	void setImage (const Image& imageToUse);

	/** Returns the current image. */
	const Image getImage() const				{ return image; }

	/** Sets the opacity to use when drawing the image. */
	void setOpacity (float newOpacity);

	/** Returns the image's opacity. */
	float getOpacity() const throw()				{ return opacity; }

	/** Sets a colour to draw over the image's alpha channel.

		By default this is transparent so isn't drawn, but if you set a non-transparent
		colour here, then it will be overlaid on the image, using the image's alpha
		channel as a mask.

		This is handy for doing things like darkening or lightening an image by overlaying
		it with semi-transparent black or white.
	*/
	void setOverlayColour (const Colour& newOverlayColour);

	/** Returns the overlay colour. */
	const Colour& getOverlayColour() const throw()		  { return overlayColour; }

	/** Sets the bounding box within which the image should be displayed. */
	void setBoundingBox (const RelativeParallelogram& newBounds);

	/** Returns the position to which the image's top-left corner should be remapped in the target
		coordinate space when rendering this object.
		@see setTransform
	*/
	const RelativeParallelogram& getBoundingBox() const throw()	 { return bounds; }

	/** @internal */
	void render (const Drawable::RenderingContext& context) const;
	/** @internal */
	const Rectangle<float> getBounds() const;
	/** @internal */
	bool hitTest (float x, float y) const;
	/** @internal */
	Drawable* createCopy() const;
	/** @internal */
	void invalidatePoints();
	/** @internal */
	const Rectangle<float> refreshFromValueTree (const ValueTree& tree, ImageProvider* imageProvider);
	/** @internal */
	const ValueTree createValueTree (ImageProvider* imageProvider) const;
	/** @internal */
	static const Identifier valueTreeType;
	/** @internal */
	const Identifier getValueTreeType() const	{ return valueTreeType; }

	/** Internally-used class for wrapping a DrawableImage's state into a ValueTree. */
	class ValueTreeWrapper   : public ValueTreeWrapperBase
	{
	public:
		ValueTreeWrapper (const ValueTree& state);

		const var getImageIdentifier() const;
		void setImageIdentifier (const var& newIdentifier, UndoManager* undoManager);
		Value getImageIdentifierValue (UndoManager* undoManager);

		float getOpacity() const;
		void setOpacity (float newOpacity, UndoManager* undoManager);
		Value getOpacityValue (UndoManager* undoManager);

		const Colour getOverlayColour() const;
		void setOverlayColour (const Colour& newColour, UndoManager* undoManager);
		Value getOverlayColourValue (UndoManager* undoManager);

		const RelativeParallelogram getBoundingBox() const;
		void setBoundingBox (const RelativeParallelogram& newBounds, UndoManager* undoManager);

		static const Identifier opacity, overlay, image, topLeft, topRight, bottomLeft;
	};

	juce_UseDebuggingNewOperator

private:
	Image image;
	float opacity;
	Colour overlayColour;
	RelativeParallelogram bounds;

	const AffineTransform calculateTransform() const;

	DrawableImage& operator= (const DrawableImage&);
};

#endif   // __JUCE_DRAWABLEIMAGE_JUCEHEADER__
/*** End of inlined file: juce_DrawableImage.h ***/


#endif
#ifndef __JUCE_DRAWABLEPATH_JUCEHEADER__

/*** Start of inlined file: juce_DrawablePath.h ***/
#ifndef __JUCE_DRAWABLEPATH_JUCEHEADER__
#define __JUCE_DRAWABLEPATH_JUCEHEADER__


/*** Start of inlined file: juce_DrawableShape.h ***/
#ifndef __JUCE_DRAWABLESHAPE_JUCEHEADER__
#define __JUCE_DRAWABLESHAPE_JUCEHEADER__

/**
	A base class implementing common functionality for Drawable classes which
	consist of some kind of filled and stroked outline.

	@see DrawablePath, DrawableRectangle
*/
class JUCE_API  DrawableShape   : public Drawable
{
protected:

	DrawableShape();
	DrawableShape (const DrawableShape&);

public:
	/** Destructor. */
	~DrawableShape();

	/** Sets a fill type for the path.
		This colour is used to fill the path - if you don't want the path to be
		filled (e.g. if you're just drawing an outline), set this to a transparent
		colour.

		@see setPath, setStrokeFill
	*/
	void setFill (const FillType& newFill);

	/** Returns the current fill type.
		@see setFill
	*/
	const FillType& getFill() const throw()			 { return mainFill; }

	/** Sets the fill type with which the outline will be drawn.
		@see setFill
	*/
	void setStrokeFill (const FillType& newStrokeFill);

	/** Returns the current stroke fill.
		@see setStrokeFill
	*/
	const FillType& getStrokeFill() const throw()		   { return strokeFill; }

	/** Changes the properties of the outline that will be drawn around the path.
		If the stroke has 0 thickness, no stroke will be drawn.
		@see setStrokeThickness, setStrokeColour
	*/
	void setStrokeType (const PathStrokeType& newStrokeType);

	/** Changes the stroke thickness.
		This is a shortcut for calling setStrokeType.
	*/
	void setStrokeThickness (float newThickness);

	/** Returns the current outline style. */
	const PathStrokeType& getStrokeType() const throw()	 { return strokeType; }

	/** @internal */
	class FillAndStrokeState  : public  ValueTreeWrapperBase
	{
	public:
		FillAndStrokeState (const ValueTree& state);

		const FillType getMainFill (Expression::EvaluationContext* nameFinder,
									ImageProvider* imageProvider) const;
		ValueTree getMainFillState();
		void setMainFill (const FillType& newFill, const RelativePoint* gradientPoint1,
						  const RelativePoint* gradientPoint2, const RelativePoint* gradientPoint3,
						  ImageProvider* imageProvider, UndoManager* undoManager);

		const FillType getStrokeFill (Expression::EvaluationContext* nameFinder,
									  ImageProvider* imageProvider) const;
		ValueTree getStrokeFillState();
		void setStrokeFill (const FillType& newFill, const RelativePoint* gradientPoint1,
							const RelativePoint* gradientPoint2, const RelativePoint* gradientPoint3,
							ImageProvider* imageProvider, UndoManager* undoManager);

		const PathStrokeType getStrokeType() const;
		void setStrokeType (const PathStrokeType& newStrokeType, UndoManager* undoManager);

		static const FillType readFillType (const ValueTree& v, RelativePoint* gradientPoint1,
											RelativePoint* gradientPoint2, RelativePoint* gradientPoint3,
											Expression::EvaluationContext* nameFinder,
											ImageProvider* imageProvider);

		static void writeFillType (ValueTree& v, const FillType& fillType,
								   const RelativePoint* gradientPoint1, const RelativePoint* gradientPoint2,
								   const RelativePoint* gradientPoint3, ImageProvider* imageProvider,
								   UndoManager* undoManager);

		static const Identifier type, colour, colours, fill, stroke, path, jointStyle, capStyle, strokeWidth,
								gradientPoint1, gradientPoint2, gradientPoint3, radial, imageId, imageOpacity;
	};

	/** @internal */
	void invalidatePoints();
	/** @internal */
	void render (const Drawable::RenderingContext& context) const;
	/** @internal */
	const Rectangle<float> getBounds() const;
	/** @internal */
	bool hitTest (float x, float y) const;

protected:

	/** Called when the cached path should be updated. */
	void pathChanged();
	/** Called when the cached stroke should be updated. */
	void strokeChanged();

	/** Implemented by subclasses to regenerate the path. */
	virtual bool rebuildPath (Path& path) const = 0;

	/** True if there's a stroke with a non-zero thickness and non-transparent colour. */
	bool isStrokeVisible() const throw();

	/** Updates the details from a FillAndStrokeState object, returning true if something changed. */
	bool refreshFillTypes (const FillAndStrokeState& newState,
						   Expression::EvaluationContext* nameFinder,
						   ImageProvider* imageProvider);

	/** Writes the stroke and fill details to a FillAndStrokeState object. */
	void writeTo (FillAndStrokeState& state, ImageProvider* imageProvider, UndoManager* undoManager) const;

	/** Returns the current cached path outline. */
	const Path& getCachedPath() const;
	/** Returns the current cached stroke outline. */
	const Path& getCachedStrokePath() const;

	PathStrokeType strokeType;
	mutable Path cachedPath, cachedStroke;

private:
	FillType mainFill, strokeFill;
	mutable bool pathNeedsUpdating, strokeNeedsUpdating;

	static void setBrush (const Drawable::RenderingContext& context, const FillType& type);

	DrawableShape& operator= (const DrawableShape&);
};

#endif   // __JUCE_DRAWABLESHAPE_JUCEHEADER__
/*** End of inlined file: juce_DrawableShape.h ***/

/**
	A drawable object which renders a filled or outlined shape.

	For details on how to change the fill and stroke, see the DrawableShape class.

	@see Drawable, DrawableShape
*/
class JUCE_API  DrawablePath  : public DrawableShape
{
public:

	/** Creates a DrawablePath. */
	DrawablePath();
	DrawablePath (const DrawablePath& other);

	/** Destructor. */
	~DrawablePath();

	/** Changes the path that will be drawn.
		@see setFillColour, setStrokeType
	*/
	void setPath (const Path& newPath);

	/** Returns the current path. */
	const Path& getPath() const;

	/** Returns the current path for the outline. */
	const Path& getStrokePath() const;

	/** @internal */
	Drawable* createCopy() const;
	/** @internal */
	const Rectangle<float> refreshFromValueTree (const ValueTree& tree, ImageProvider* imageProvider);
	/** @internal */
	const ValueTree createValueTree (ImageProvider* imageProvider) const;
	/** @internal */
	static const Identifier valueTreeType;
	/** @internal */
	const Identifier getValueTreeType() const	   { return valueTreeType; }

	/** Internally-used class for wrapping a DrawablePath's state into a ValueTree. */
	class ValueTreeWrapper   : public FillAndStrokeState
	{
	public:
		ValueTreeWrapper (const ValueTree& state);

		bool usesNonZeroWinding() const;
		void setUsesNonZeroWinding (bool b, UndoManager* undoManager);

		class Element
		{
		public:
			explicit Element (const ValueTree& state);
			~Element();

			const Identifier getType() const throw()	{ return state.getType(); }
			int getNumControlPoints() const throw();

			const RelativePoint getControlPoint (int index) const;
			Value getControlPointValue (int index, UndoManager* undoManager) const;
			const RelativePoint getStartPoint() const;
			const RelativePoint getEndPoint() const;
			void setControlPoint (int index, const RelativePoint& point, UndoManager* undoManager);
			float getLength (Expression::EvaluationContext* nameFinder) const;

			ValueTreeWrapper getParent() const;
			Element getPreviousElement() const;

			const String getModeOfEndPoint() const;
			void setModeOfEndPoint (const String& newMode, UndoManager* undoManager);

			void convertToLine (UndoManager* undoManager);
			void convertToCubic (Expression::EvaluationContext* nameFinder, UndoManager* undoManager);
			void convertToPathBreak (UndoManager* undoManager);
			ValueTree insertPoint (const Point<float>& targetPoint, Expression::EvaluationContext* nameFinder, UndoManager* undoManager);
			void removePoint (UndoManager* undoManager);
			float findProportionAlongLine (const Point<float>& targetPoint, Expression::EvaluationContext* nameFinder) const;

			static const Identifier mode, startSubPathElement, closeSubPathElement,
									lineToElement, quadraticToElement, cubicToElement;
			static const char* cornerMode;
			static const char* roundedMode;
			static const char* symmetricMode;

			ValueTree state;
		};

		ValueTree getPathState();

		static const Identifier nonZeroWinding, point1, point2, point3;
	};

	juce_UseDebuggingNewOperator

protected:
	bool rebuildPath (Path& path) const;

private:
	ScopedPointer<RelativePointPath> relativePath;

	DrawablePath& operator= (const DrawablePath&);
};

#endif   // __JUCE_DRAWABLEPATH_JUCEHEADER__
/*** End of inlined file: juce_DrawablePath.h ***/


#endif
#ifndef __JUCE_DRAWABLERECTANGLE_JUCEHEADER__

/*** Start of inlined file: juce_DrawableRectangle.h ***/
#ifndef __JUCE_DRAWABLERECTANGLE_JUCEHEADER__
#define __JUCE_DRAWABLERECTANGLE_JUCEHEADER__

/**
	A Drawable object which draws a rectangle.

	For details on how to change the fill and stroke, see the DrawableShape class.

	@see Drawable, DrawableShape
*/
class JUCE_API  DrawableRectangle  : public DrawableShape
{
public:

	DrawableRectangle();
	DrawableRectangle (const DrawableRectangle& other);

	/** Destructor. */
	~DrawableRectangle();

	/** Sets the rectangle's bounds. */
	void setRectangle (const RelativeParallelogram& newBounds);

	/** Returns the rectangle's bounds. */
	const RelativeParallelogram& getRectangle() const throw()	   { return bounds; }

	/** Returns the corner size to be used. */
	const RelativePoint getCornerSize() const			   { return cornerSize; }

	/** Sets a new corner size for the rectangle */
	void setCornerSize (const RelativePoint& newSize);

	/** @internal */
	Drawable* createCopy() const;
	/** @internal */
	const Rectangle<float> refreshFromValueTree (const ValueTree& tree, ImageProvider* imageProvider);
	/** @internal */
	const ValueTree createValueTree (ImageProvider* imageProvider) const;
	/** @internal */
	static const Identifier valueTreeType;
	/** @internal */
	const Identifier getValueTreeType() const	{ return valueTreeType; }

	/** Internally-used class for wrapping a DrawableRectangle's state into a ValueTree. */
	class ValueTreeWrapper   : public FillAndStrokeState
	{
	public:
		ValueTreeWrapper (const ValueTree& state);

		const RelativeParallelogram getRectangle() const;
		void setRectangle (const RelativeParallelogram& newBounds, UndoManager* undoManager);

		void setCornerSize (const RelativePoint& cornerSize, UndoManager* undoManager);
		const RelativePoint getCornerSize() const;
		Value getCornerSizeValue (UndoManager* undoManager) const;

		static const Identifier topLeft, topRight, bottomLeft, cornerSize;
	};

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	bool rebuildPath (Path& path) const;

private:
	RelativeParallelogram bounds;
	RelativePoint cornerSize;

	const AffineTransform calculateTransform() const;

	DrawableRectangle& operator= (const DrawableRectangle&);
};

#endif   // __JUCE_DRAWABLERECTANGLE_JUCEHEADER__
/*** End of inlined file: juce_DrawableRectangle.h ***/


#endif
#ifndef __JUCE_DRAWABLESHAPE_JUCEHEADER__

#endif
#ifndef __JUCE_DRAWABLETEXT_JUCEHEADER__

/*** Start of inlined file: juce_DrawableText.h ***/
#ifndef __JUCE_DRAWABLETEXT_JUCEHEADER__
#define __JUCE_DRAWABLETEXT_JUCEHEADER__

/**
	A drawable object which renders a line of text.

	@see Drawable
*/
class JUCE_API  DrawableText  : public Drawable
{
public:

	/** Creates a DrawableText object. */
	DrawableText();
	DrawableText (const DrawableText& other);

	/** Destructor. */
	~DrawableText();

	/** Sets the text to display.*/
	void setText (const String& newText);

	/** Sets the colour of the text. */
	void setColour (const Colour& newColour);

	/** Returns the current text colour. */
	const Colour& getColour() const throw()		 { return colour; }

	/** Sets the font to use.
		Note that the font height and horizontal scale are actually based upon the position
		of the fontSizeAndScaleAnchor parameter to setBounds(). If applySizeAndScale is true, then
		the height and scale control point will be moved to match the dimensions of the font supplied;
		if it is false, then the new font's height and scale are ignored.
	*/
	void setFont (const Font& newFont, bool applySizeAndScale);

	/** Changes the justification of the text within the bounding box. */
	void setJustification (const Justification& newJustification);

	/** Returns the parallelogram that defines the text bounding box. */
	const RelativeParallelogram& getBoundingBox() const throw()	 { return bounds; }

	/** Sets the bounding box that contains the text. */
	void setBoundingBox (const RelativeParallelogram& newBounds);

	/** Returns the point within the bounds that defines the font's size and scale. */
	const RelativePoint& getFontSizeControlPoint() const throw()	{ return fontSizeControlPoint; }

	/** Sets the control point that defines the font's height and horizontal scale.
		This position is a point within the bounding box parallelogram, whose Y position (relative
		to the parallelogram's origin and possibly distorted shape) specifies the font's height,
		and its X defines the font's horizontal scale.
	*/
	void setFontSizeControlPoint (const RelativePoint& newPoint);

	/** @internal */
	void render (const Drawable::RenderingContext& context) const;
	/** @internal */
	const Rectangle<float> getBounds() const;
	/** @internal */
	bool hitTest (float x, float y) const;
	/** @internal */
	Drawable* createCopy() const;
	/** @internal */
	void invalidatePoints();
	/** @internal */
	const Rectangle<float> refreshFromValueTree (const ValueTree& tree, ImageProvider* imageProvider);
	/** @internal */
	const ValueTree createValueTree (ImageProvider* imageProvider) const;
	/** @internal */
	static const Identifier valueTreeType;
	/** @internal */
	const Identifier getValueTreeType() const	{ return valueTreeType; }

	/** Internally-used class for wrapping a DrawableText's state into a ValueTree. */
	class ValueTreeWrapper   : public ValueTreeWrapperBase
	{
	public:
		ValueTreeWrapper (const ValueTree& state);

		const String getText() const;
		void setText (const String& newText, UndoManager* undoManager);
		Value getTextValue (UndoManager* undoManager);

		const Colour getColour() const;
		void setColour (const Colour& newColour, UndoManager* undoManager);

		const Justification getJustification() const;
		void setJustification (const Justification& newJustification, UndoManager* undoManager);

		const Font getFont() const;
		void setFont (const Font& newFont, UndoManager* undoManager);
		Value getFontValue (UndoManager* undoManager);

		const RelativeParallelogram getBoundingBox() const;
		void setBoundingBox (const RelativeParallelogram& newBounds, UndoManager* undoManager);

		const RelativePoint getFontSizeControlPoint() const;
		void setFontSizeControlPoint (const RelativePoint& p, UndoManager* undoManager);

		static const Identifier text, colour, font, justification, topLeft, topRight, bottomLeft, fontSizeAnchor;
	};

	juce_UseDebuggingNewOperator

private:
	RelativeParallelogram bounds;
	RelativePoint fontSizeControlPoint;
	Font font;
	String text;
	Colour colour;
	Justification justification;

	DrawableText& operator= (const DrawableText&);
};

#endif   // __JUCE_DRAWABLETEXT_JUCEHEADER__
/*** End of inlined file: juce_DrawableText.h ***/


#endif
#ifndef __JUCE_DROPSHADOWEFFECT_JUCEHEADER__

#endif
#ifndef __JUCE_GLOWEFFECT_JUCEHEADER__

/*** Start of inlined file: juce_GlowEffect.h ***/
#ifndef __JUCE_GLOWEFFECT_JUCEHEADER__
#define __JUCE_GLOWEFFECT_JUCEHEADER__

/**
	A component effect that adds a coloured blur around the component's contents.

	(This will only work on non-opaque components).

	@see Component::setComponentEffect, DropShadowEffect
*/
class JUCE_API  GlowEffect  : public ImageEffectFilter
{
public:

	/** Creates a default 'glow' effect.

		To customise its appearance, use the setGlowProperties() method.
	*/
	GlowEffect();

	/** Destructor. */
	~GlowEffect();

	/** Sets the glow's radius and colour.

		The radius is how large the blur should be, and the colour is
		used to render it (for a less intense glow, lower the colour's
		opacity).
	*/
	void setGlowProperties (float newRadius,
							const Colour& newColour);

	/** @internal */
	void applyEffect (Image& sourceImage, Graphics& destContext, float alpha);

	juce_UseDebuggingNewOperator

private:
	float radius;
	Colour colour;
};

#endif   // __JUCE_GLOWEFFECT_JUCEHEADER__
/*** End of inlined file: juce_GlowEffect.h ***/


#endif
#ifndef __JUCE_IMAGEEFFECTFILTER_JUCEHEADER__

#endif
#ifndef __JUCE_FONT_JUCEHEADER__

#endif
#ifndef __JUCE_GLYPHARRANGEMENT_JUCEHEADER__

#endif
#ifndef __JUCE_TEXTLAYOUT_JUCEHEADER__

#endif
#ifndef __JUCE_TYPEFACE_JUCEHEADER__

#endif
#ifndef __JUCE_AFFINETRANSFORM_JUCEHEADER__

#endif
#ifndef __JUCE_BORDERSIZE_JUCEHEADER__

#endif
#ifndef __JUCE_LINE_JUCEHEADER__

#endif
#ifndef __JUCE_PATH_JUCEHEADER__

#endif
#ifndef __JUCE_PATHITERATOR_JUCEHEADER__

/*** Start of inlined file: juce_PathIterator.h ***/
#ifndef __JUCE_PATHITERATOR_JUCEHEADER__
#define __JUCE_PATHITERATOR_JUCEHEADER__

/**
	Flattens a Path object into a series of straight-line sections.

	Use one of these to iterate through a Path object, and it will convert
	all the curves into line sections so it's easy to render or perform
	geometric operations on.

	@see Path
*/
class JUCE_API  PathFlatteningIterator
{
public:

	/** Creates a PathFlatteningIterator.

		After creation, use the next() method to initialise the fields in the
		object with the first line's position.

		@param path	 the path to iterate along
		@param transform	a transform to apply to each point in the path being iterated
		@param tolerence	the amount by which the curves are allowed to deviate from the
							lines into which they are being broken down - a higher tolerence
							is a bit faster, but less smooth.
	*/
	PathFlatteningIterator (const Path& path,
							const AffineTransform& transform = AffineTransform::identity,
							float tolerence = 6.0f);

	/** Destructor. */
	~PathFlatteningIterator();

	/** Fetches the next line segment from the path.

		This will update the member variables x1, y1, x2, y2, subPathIndex and closesSubPath
		so that they describe the new line segment.

		@returns false when there are no more lines to fetch.
	*/
	bool next();

	float x1;  /**< The x position of the start of the current line segment. */
	float y1;  /**< The y position of the start of the current line segment. */
	float x2;  /**< The x position of the end of the current line segment. */
	float y2;  /**< The y position of the end of the current line segment. */

	/** Indicates whether the current line segment is closing a sub-path.

		If the current line is the one that connects the end of a sub-path
		back to the start again, this will be true.
	*/
	bool closesSubPath;

	/** The index of the current line within the current sub-path.

		E.g. you can use this to see whether the line is the first one in the
		subpath by seeing if it's 0.
	*/
	int subPathIndex;

	/** Returns true if the current segment is the last in the current sub-path. */
	bool isLastInSubpath() const throw()	{ return stackPos == stackBase.getData()
														   && (index >= path.numElements || points [index] == Path::moveMarker); }

	juce_UseDebuggingNewOperator

private:
	const Path& path;
	const AffineTransform transform;
	float* points;
	float tolerence, subPathCloseX, subPathCloseY;
	const bool isIdentityTransform;

	HeapBlock <float> stackBase;
	float* stackPos;
	size_t index, stackSize;

	PathFlatteningIterator (const PathFlatteningIterator&);
	PathFlatteningIterator& operator= (const PathFlatteningIterator&);
};

#endif   // __JUCE_PATHITERATOR_JUCEHEADER__
/*** End of inlined file: juce_PathIterator.h ***/


#endif
#ifndef __JUCE_PATHSTROKETYPE_JUCEHEADER__

#endif
#ifndef __JUCE_POINT_JUCEHEADER__

#endif
#ifndef __JUCE_POSITIONEDRECTANGLE_JUCEHEADER__

/*** Start of inlined file: juce_PositionedRectangle.h ***/
#ifndef __JUCE_POSITIONEDRECTANGLE_JUCEHEADER__
#define __JUCE_POSITIONEDRECTANGLE_JUCEHEADER__

/**
	A rectangle whose co-ordinates can be defined in terms of absolute or
	proportional distances.

	Designed mainly for storing component positions, this gives you a lot of
	control over how each co-ordinate is stored, either as an absolute position,
	or as a proportion of the size of a parent rectangle.

	It also allows you to define the anchor points by which the rectangle is
	positioned, so for example you could specify that the top right of the
	rectangle should be an absolute distance from its parent's bottom-right corner.

	This object can be stored as a string, which takes the form "x y w h", including
	symbols like '%' and letters to indicate the anchor point. See its toString()
	method for more info.

	Example usage:
	@code
	class MyComponent
	{
		void resized()
		{
			// this will set the child component's x to be 20% of our width, its y
			// to be 30, its width to be 150, and its height to be 50% of our
			// height..
			const PositionedRectangle pos1 ("20% 30 150 50%");
			pos1.applyToComponent (*myChildComponent1);

			// this will inset the child component with a gap of 10 pixels
			// around each of its edges..
			const PositionedRectangle pos2 ("10 10 20M 20M");
			pos2.applyToComponent (*myChildComponent2);
		}
	};
	@endcode
*/
class JUCE_API  PositionedRectangle
{
public:

	/** Creates an empty rectangle with all co-ordinates set to zero.

		The default anchor point is top-left; the default
	*/
	PositionedRectangle() throw();

	/** Initialises a PositionedRectangle from a saved string version.

		The string must be in the format generated by toString().
	*/
	PositionedRectangle (const String& stringVersion) throw();

	/** Creates a copy of another PositionedRectangle. */
	PositionedRectangle (const PositionedRectangle& other) throw();

	/** Copies another PositionedRectangle. */
	PositionedRectangle& operator= (const PositionedRectangle& other) throw();

	/** Destructor. */
	~PositionedRectangle() throw();

	/** Returns a string version of this position, from which it can later be
		re-generated.

		The format is four co-ordinates, "x y w h".

		- If a co-ordinate is absolute, it is stored as an integer, e.g. "100".
		- If a co-ordinate is proportional to its parent's width or height, it is stored
		  as a percentage, e.g. "80%".
		- If the X or Y co-ordinate is relative to the parent's right or bottom edge, the
		  number has "R" appended to it, e.g. "100R" means a distance of 100 pixels from
		  the parent's right-hand edge.
		- If the X or Y co-ordinate is relative to the parent's centre, the number has "C"
		  appended to it, e.g. "-50C" would be 50 pixels left of the parent's centre.
		- If the X or Y co-ordinate should be anchored at the component's right or bottom
		  edge, then it has "r" appended to it. So "-50Rr" would mean that this component's
		  right-hand edge should be 50 pixels left of the parent's right-hand edge.
		- If the X or Y co-ordinate should be anchored at the component's centre, then it
		  has "c" appended to it. So "-50Rc" would mean that this component's
		  centre should be 50 pixels left of the parent's right-hand edge. "40%c" means that
		  this component's centre should be placed 40% across the parent's width.
		- If it's a width or height that should use the parentSizeMinusAbsolute mode, then
		  the number has "M" appended to it.

		To reload a stored string, use the constructor that takes a string parameter.
	*/
	const String toString() const throw();

	/** Calculates the absolute position, given the size of the space that
		it should go in.

		This will work out any proportional distances and sizes relative to the
		target rectangle, and will return the absolute position.

		@see applyToComponent
	*/
	const Rectangle<int> getRectangle (const Rectangle<int>& targetSpaceToBeRelativeTo) const throw();

	/** Same as getRectangle(), but returning the values as doubles rather than ints.
	*/
	void getRectangleDouble (const Rectangle<int>& targetSpaceToBeRelativeTo,
							 double& x,
							 double& y,
							 double& width,
							 double& height) const throw();

	/** This sets the bounds of the given component to this position.

		This is equivalent to writing:
		@code
		comp.setBounds (getRectangle (Rectangle<int> (0, 0, comp.getParentWidth(), comp.getParentHeight())));
		@endcode

		@see getRectangle, updateFromComponent
	*/
	void applyToComponent (Component& comp) const throw();

	/** Updates this object's co-ordinates to match the given rectangle.

		This will set all co-ordinates based on the given rectangle, re-calculating
		any proportional distances, and using the current anchor points.

		So for example if the x co-ordinate mode is currently proportional, this will
		re-calculate x based on the rectangle's relative position within the target
		rectangle's width.

		If the target rectangle's width or height are zero then it may not be possible
		to re-calculate some proportional co-ordinates. In this case, those co-ordinates
		will not be changed.
	*/
	void updateFrom (const Rectangle<int>& newPosition,
					 const Rectangle<int>& targetSpaceToBeRelativeTo) throw();

	/** Same functionality as updateFrom(), but taking doubles instead of ints.
	*/
	void updateFromDouble (double x, double y, double width, double height,
						   const Rectangle<int>& targetSpaceToBeRelativeTo) throw();

	/** Updates this object's co-ordinates to match the bounds of this component.

		This is equivalent to calling updateFrom() with the component's bounds and
		it parent size.

		If the component doesn't currently have a parent, then proportional co-ordinates
		might not be updated because it would need to know the parent's size to do the
		maths for this.
	*/
	void updateFromComponent (const Component& comp) throw();

	/** Specifies the point within the rectangle, relative to which it should be positioned. */
	enum AnchorPoint
	{
		anchorAtLeftOrTop		  = 1 << 0,	/**< The x or y co-ordinate specifies where the left or top edge of the rectangle should be. */
		anchorAtRightOrBottom	  = 1 << 1,	/**< The x or y co-ordinate specifies where the right or bottom edge of the rectangle should be. */
		anchorAtCentre		 = 1 << 2	 /**< The x or y co-ordinate specifies where the centre of the rectangle should be. */
	};

	/** Specifies how an x or y co-ordinate should be interpreted. */
	enum PositionMode
	{
		absoluteFromParentTopLeft	   = 1 << 3,   /**< The x or y co-ordinate specifies an absolute distance from the parent's top or left edge. */
		absoluteFromParentBottomRight   = 1 << 4,   /**< The x or y co-ordinate specifies an absolute distance from the parent's bottom or right edge. */
		absoluteFromParentCentre	= 1 << 5,   /**< The x or y co-ordinate specifies an absolute distance from the parent's centre. */
		proportionOfParentSize	  = 1 << 6	/**< The x or y co-ordinate specifies a proportion of the parent's width or height, measured from the parent's top or left. */
	};

	/** Specifies how the width or height should be interpreted. */
	enum SizeMode
	{
		absoluteSize			= 1 << 0,   /**< The width or height specifies an absolute size. */
		parentSizeMinusAbsolute	 = 1 << 1,   /**< The width or height is an amount that should be subtracted from the parent's width or height. */
		proportionalSize		= 1 << 2,   /**< The width or height specifies a proportion of the parent's width or height. */
	};

	/** Sets all options for all co-ordinates.

		This requires a reference rectangle to be specified, because if you're changing any
		of the modes from proportional to absolute or vice-versa, then it'll need to convert
		the co-ordinates, and will need to know the parent size so it can calculate this.
	*/
	void setModes (const AnchorPoint xAnchorMode,
				   const PositionMode xPositionMode,
				   const AnchorPoint yAnchorMode,
				   const PositionMode yPositionMode,
				   const SizeMode widthMode,
				   const SizeMode heightMode,
				   const Rectangle<int>& targetSpaceToBeRelativeTo) throw();

	/** Returns the anchoring mode for the x co-ordinate.
		To change any of the modes, use setModes().
	*/
	AnchorPoint getAnchorPointX() const throw();

	/** Returns the positioning mode for the x co-ordinate.
		To change any of the modes, use setModes().
	*/
	PositionMode getPositionModeX() const throw();

	/** Returns the raw x co-ordinate.

		If the x position mode is absolute, then this will be the absolute value. If it's
		proportional, then this will be a fractional proportion, where 1.0 means the full
		width of the parent space.
	*/
	double getX() const throw()				 { return x; }

	/** Sets the raw value of the x co-ordinate.

		See getX() for the meaning of this value.
	*/
	void setX (const double newX) throw()		   { x = newX; }

	/** Returns the anchoring mode for the y co-ordinate.
		To change any of the modes, use setModes().
	*/
	AnchorPoint getAnchorPointY() const throw();

	/** Returns the positioning mode for the y co-ordinate.
		To change any of the modes, use setModes().
	*/
	PositionMode getPositionModeY() const throw();

	/** Returns the raw y co-ordinate.

		If the y position mode is absolute, then this will be the absolute value. If it's
		proportional, then this will be a fractional proportion, where 1.0 means the full
		height of the parent space.
	*/
	double getY() const throw()				 { return y; }

	/** Sets the raw value of the y co-ordinate.

		See getY() for the meaning of this value.
	*/
	void setY (const double newY) throw()		   { y = newY; }

	/** Returns the mode used to calculate the width.
		To change any of the modes, use setModes().
	*/
	SizeMode getWidthMode() const throw();

	/** Returns the raw width value.

		If the width mode is absolute, then this will be the absolute value. If the mode is
		proportional, then this will be a fractional proportion, where 1.0 means the full
		width of the parent space.
	*/
	double getWidth() const throw()			 { return w; }

	/** Sets the raw width value.

		See getWidth() for the details about what this value means.
	*/
	void setWidth (const double newWidth) throw()	   { w = newWidth; }

	/** Returns the mode used to calculate the height.
		To change any of the modes, use setModes().
	*/
	SizeMode getHeightMode() const throw();

	/** Returns the raw height value.

		If the height mode is absolute, then this will be the absolute value. If the mode is
		proportional, then this will be a fractional proportion, where 1.0 means the full
		height of the parent space.
	*/
	double getHeight() const throw()			{ return h; }

	/** Sets the raw height value.

		See getHeight() for the details about what this value means.
	*/
	void setHeight (const double newHeight) throw()	 { h = newHeight; }

	/** If the size and position are constance, and wouldn't be affected by changes
		in the parent's size, then this will return true.
	*/
	bool isPositionAbsolute() const throw();

	/** Compares two objects. */
	bool operator== (const PositionedRectangle& other) const throw();

	/** Compares two objects. */
	bool operator!= (const PositionedRectangle& other) const throw();

	juce_UseDebuggingNewOperator

private:
	double x, y, w, h;
	uint8 xMode, yMode, wMode, hMode;

	void addPosDescription (String& result, uint8 mode, double value) const throw();
	void addSizeDescription (String& result, uint8 mode, double value) const throw();
	void decodePosString (const String& s, uint8& mode, double& value) throw();
	void decodeSizeString (const String& s, uint8& mode, double& value) throw();
	void applyPosAndSize (double& xOut, double& wOut, double x, double w,
						  uint8 xMode, uint8 wMode,
						  int parentPos, int parentSize) const throw();
	void updatePosAndSize (double& xOut, double& wOut, double x, double w,
						   uint8 xMode, uint8 wMode,
						   int parentPos, int parentSize) const throw();
};

#endif   // __JUCE_POSITIONEDRECTANGLE_JUCEHEADER__
/*** End of inlined file: juce_PositionedRectangle.h ***/


#endif
#ifndef __JUCE_RECTANGLE_JUCEHEADER__

#endif
#ifndef __JUCE_RECTANGLELIST_JUCEHEADER__

#endif
#ifndef __JUCE_RELATIVECOORDINATE_JUCEHEADER__

#endif
#ifndef __JUCE_CAMERADEVICE_JUCEHEADER__

/*** Start of inlined file: juce_CameraDevice.h ***/
#ifndef __JUCE_CAMERADEVICE_JUCEHEADER__
#define __JUCE_CAMERADEVICE_JUCEHEADER__

#if JUCE_USE_CAMERA || DOXYGEN

/**
	Controls any video capture devices that might be available.

	Use getAvailableDevices() to list the devices that are attached to the
	system, then call openDevice to open one for use. Once you have a CameraDevice
	object, you can get a viewer component from it, and use its methods to
	stream to a file or capture still-frames.
*/
class JUCE_API  CameraDevice
{
public:
	/** Destructor. */
	virtual ~CameraDevice();

	/** Returns a list of the available cameras on this machine.

		You can open one of these devices by calling openDevice().
	*/
	static const StringArray getAvailableDevices();

	/** Opens a camera device.

		The index parameter indicates which of the items returned by getAvailableDevices()
		to open.

		The size constraints allow the method to choose between different resolutions if
		the camera supports this. If the resolution cam't be specified (e.g. on the Mac)
		then these will be ignored.
	*/
	static CameraDevice* openDevice (int deviceIndex,
									 int minWidth = 128, int minHeight = 64,
									 int maxWidth = 1024, int maxHeight = 768);

	/** Returns the name of this device */
	const String getName() const		{ return name; }

	/** Creates a component that can be used to display a preview of the
		video from this camera.
	*/
	Component* createViewerComponent();

	/** Starts recording video to the specified file.

		You should use getFileExtension() to find out the correct extension to
		use for your filename.

		If the file exists, it will be deleted before the recording starts.

		This method may not start recording instantly, so if you need to know the
		exact time at which the file begins, you can call getTimeOfFirstRecordedFrame()
		after the recording has finished.

		The quality parameter can be 0, 1, or 2, to indicate low, medium, or high. It may
		or may not be used, depending on the driver.
	*/
	void startRecordingToFile (const File& file, int quality = 2);

	/** Stops recording, after a call to startRecordingToFile().
	*/
	void stopRecording();

	/** Returns the file extension that should be used for the files
		that you pass to startRecordingToFile().

		This may be platform-specific, e.g. ".mov" or ".avi".
	*/
	static const String getFileExtension();

	/** After calling stopRecording(), this method can be called to return the timestamp
		of the first frame that was written to the file.
	*/
	const Time getTimeOfFirstRecordedFrame() const;

	/**
		Receives callbacks with images from a CameraDevice.

		@see CameraDevice::addListener
	*/
	class JUCE_API  Listener
	{
	public:
		Listener() {}
		virtual ~Listener() {}

		/** This method is called when a new image arrives.

			This may be called by any thread, so be careful about thread-safety,
			and make sure that you process the data as quickly as possible to
			avoid glitching!
		*/
		virtual void imageReceived (const Image& image) = 0;
	};

	/** Adds a listener to receive images from the camera.

		Be very careful not to delete the listener without first removing it by calling
		removeListener().
	*/
	void addListener (Listener* listenerToAdd);

	/** Removes a listener that was previously added with addListener().
	*/
	void removeListener (Listener* listenerToRemove);

	juce_UseDebuggingNewOperator

protected:
	/** @internal */
	CameraDevice (const String& name, int index);

private:
	void* internal;
	bool isRecording;
	String name;

	CameraDevice (const CameraDevice&);
	CameraDevice& operator= (const CameraDevice&);
};

/** This typedef is just for compatibility with old code - newer code should use the CameraDevice::Listener class directly. */
typedef CameraDevice::Listener CameraImageListener;

#endif
#endif   // __JUCE_CAMERADEVICE_JUCEHEADER__
/*** End of inlined file: juce_CameraDevice.h ***/


#endif
#ifndef __JUCE_IMAGE_JUCEHEADER__

#endif
#ifndef __JUCE_IMAGECACHE_JUCEHEADER__

/*** Start of inlined file: juce_ImageCache.h ***/
#ifndef __JUCE_IMAGECACHE_JUCEHEADER__
#define __JUCE_IMAGECACHE_JUCEHEADER__

/**
	A global cache of images that have been loaded from files or memory.

	If you're loading an image and may need to use the image in more than one
	place, this is used to allow the same image to be shared rather than loading
	multiple copies into memory.

	Another advantage is that after images are released, they will be kept in
	memory for a few seconds before it is actually deleted, so if you're repeatedly
	loading/deleting the same image, it'll reduce the chances of having to reload it
	each time.

	@see Image, ImageFileFormat
*/
class JUCE_API  ImageCache
{
public:

	/** Loads an image from a file, (or just returns the image if it's already cached).

		If the cache already contains an image that was loaded from this file,
		that image will be returned. Otherwise, this method will try to load the
		file, add it to the cache, and return it.

		Remember that the image returned is shared, so drawing into it might
		affect other things that are using it! If you want to draw on it, first
		call Image::duplicateIfShared()

		@param file	 the file to try to load
		@returns	the image, or null if it there was an error loading it
		@see getFromMemory, getFromCache, ImageFileFormat::loadFrom
	*/
	static const Image getFromFile (const File& file);

	/** Loads an image from an in-memory image file, (or just returns the image if it's already cached).

		If the cache already contains an image that was loaded from this block of memory,
		that image will be returned. Otherwise, this method will try to load the
		file, add it to the cache, and return it.

		Remember that the image returned is shared, so drawing into it might
		affect other things that are using it! If you want to draw on it, first
		call Image::duplicateIfShared()

		@param imageData	the block of memory containing the image data
		@param dataSize	 the data size in bytes
		@returns		the image, or an invalid image if it there was an error loading it
		@see getFromMemory, getFromCache, ImageFileFormat::loadFrom
	*/
	static const Image getFromMemory (const void* imageData, int dataSize);

	/** Checks the cache for an image with a particular hashcode.

		If there's an image in the cache with this hashcode, it will be returned,
		otherwise it will return an invalid image.

		@param hashCode the hash code that was associated with the image by addImageToCache()
		@see addImageToCache
	*/
	static const Image getFromHashCode (int64 hashCode);

	/** Adds an image to the cache with a user-defined hash-code.

		The image passed-in will be referenced (not copied) by the cache, so it's probably
		a good idea not to draw into it after adding it, otherwise this will affect all
		instances of it that may be in use.

		@param image	the image to add
		@param hashCode the hash-code to associate with it
		@see getFromHashCode
	*/
	static void addImageToCache (const Image& image, int64 hashCode);

	/** Changes the amount of time before an unused image will be removed from the cache.
		By default this is about 5 seconds.
	*/
	static void setCacheTimeout (int millisecs);

	juce_UseDebuggingNewOperator

private:

	class Pimpl;

	ImageCache();
	ImageCache (const ImageCache&);
	ImageCache& operator= (const ImageCache&);
	~ImageCache();
};

#endif   // __JUCE_IMAGECACHE_JUCEHEADER__
/*** End of inlined file: juce_ImageCache.h ***/


#endif
#ifndef __JUCE_IMAGECONVOLUTIONKERNEL_JUCEHEADER__

/*** Start of inlined file: juce_ImageConvolutionKernel.h ***/
#ifndef __JUCE_IMAGECONVOLUTIONKERNEL_JUCEHEADER__
#define __JUCE_IMAGECONVOLUTIONKERNEL_JUCEHEADER__

/**
	Represents a filter kernel to use in convoluting an image.

	@see Image::applyConvolution
*/
class JUCE_API  ImageConvolutionKernel
{
public:

	/** Creates an empty convulution kernel.

		@param size	 the length of each dimension of the kernel, so e.g. if the size
						is 5, it will create a 5x5 kernel
	*/
	ImageConvolutionKernel (int size);

	/** Destructor. */
	~ImageConvolutionKernel();

	/** Resets all values in the kernel to zero. */
	void clear();

	/** Returns one of the kernel values. */
	float getKernelValue (int x, int y) const throw();

	/** Sets the value of a specific cell in the kernel.

		The x and y parameters must be in the range 0 < x < getKernelSize().

		@see setOverallSum
	*/
	void setKernelValue (int x, int y, float value) throw();

	/** Rescales all values in the kernel to make the total add up to a fixed value.

		This will multiply all values in the kernel by (desiredTotalSum / currentTotalSum).
	*/
	void setOverallSum (float desiredTotalSum);

	/** Multiplies all values in the kernel by a value. */
	void rescaleAllValues (float multiplier);

	/** Intialises the kernel for a gaussian blur.

		@param blurRadius   this may be larger or smaller than the kernel's actual
							size but this will obviously be wasteful or clip at the
							edges. Ideally the kernel should be just larger than
							(blurRadius * 2).
	*/
	void createGaussianBlur (float blurRadius);

	/** Returns the size of the kernel.

		E.g. if it's a 3x3 kernel, this returns 3.
	*/
	int getKernelSize() const		   { return size; }

	/** Applies the kernel to an image.

		@param destImage	the image that will receive the resultant convoluted pixels.
		@param sourceImage	  the source image to read from - this can be the same image as
								the destination, but if different, it must be exactly the same
								size and format.
		@param destinationArea  the region of the image to apply the filter to
	*/
	void applyToImage (Image& destImage,
					   const Image& sourceImage,
					   const Rectangle<int>& destinationArea) const;

	juce_UseDebuggingNewOperator

private:
	HeapBlock <float> values;
	const int size;

	// no reason not to implement these one day..
	ImageConvolutionKernel (const ImageConvolutionKernel&);
	ImageConvolutionKernel& operator= (const ImageConvolutionKernel&);
};

#endif   // __JUCE_IMAGECONVOLUTIONKERNEL_JUCEHEADER__
/*** End of inlined file: juce_ImageConvolutionKernel.h ***/


#endif
#ifndef __JUCE_IMAGEFILEFORMAT_JUCEHEADER__

/*** Start of inlined file: juce_ImageFileFormat.h ***/
#ifndef __JUCE_IMAGEFILEFORMAT_JUCEHEADER__
#define __JUCE_IMAGEFILEFORMAT_JUCEHEADER__

/**
	Base-class for codecs that can read and write image file formats such
	as PNG, JPEG, etc.

	This class also contains static methods to make it easy to load images
	from files, streams or from memory.

	@see Image, ImageCache
*/
class JUCE_API  ImageFileFormat
{
protected:

	/** Creates an ImageFormat. */
	ImageFileFormat()		   {}

public:
	/** Destructor. */
	virtual ~ImageFileFormat()	  {}

	/** Returns a description of this file format.

		E.g. "JPEG", "PNG"
	*/
	virtual const String getFormatName() = 0;

	/** Returns true if the given stream seems to contain data that this format
		understands.

		The format class should only read the first few bytes of the stream and sniff
		for header bytes that it understands.

		@see decodeImage
	*/
	virtual bool canUnderstand (InputStream& input) = 0;

	/** Tries to decode and return an image from the given stream.

		This will be called for an image format after calling its canUnderStand() method
		to see if it can handle the stream.

		@param input	the stream to read the data from. The stream will be positioned
						at the start of the image data (but this may not necessarily
						be position 0)
		@returns	the image that was decoded, or an invalid image if it fails.
		@see loadFrom
	*/
	virtual const Image decodeImage (InputStream& input) = 0;

	/** Attempts to write an image to a stream.

		To specify extra information like encoding quality, there will be appropriate parameters
		in the subclasses of the specific file types.

		@returns	true if it nothing went wrong.
	*/
	virtual bool writeImageToStream (const Image& sourceImage,
									 OutputStream& destStream) = 0;

	/** Tries the built-in decoders to see if it can find one to read this stream.

		There are currently built-in decoders for PNG, JPEG and GIF formats.

		The object that is returned should not be deleted by the caller.

		@see canUnderstand, decodeImage, loadFrom
	*/
	static ImageFileFormat* findImageFormatForStream (InputStream& input);

	/** Tries to load an image from a stream.

		This will use the findImageFormatForStream() method to locate a suitable
		codec, and use that to load the image.

		@returns	the image that was decoded, or an invalid image if it fails.
	*/
	static const Image loadFrom (InputStream& input);

	/** Tries to load an image from a file.

		This will use the findImageFormatForStream() method to locate a suitable
		codec, and use that to load the image.

		@returns	the image that was decoded, or an invalid image if it fails.
	*/
	static const Image loadFrom (const File& file);

	/** Tries to load an image from a block of raw image data.

		This will use the findImageFormatForStream() method to locate a suitable
		codec, and use that to load the image.

		@returns	the image that was decoded, or an invalid image if it fails.
	*/
	static const Image loadFrom (const void* rawData,
								 const int numBytesOfData);

};

/**
	A subclass of ImageFileFormat for reading and writing PNG files.

	@see ImageFileFormat, JPEGImageFormat
*/
class JUCE_API  PNGImageFormat  : public ImageFileFormat
{
public:

	PNGImageFormat();
	~PNGImageFormat();

	const String getFormatName();
	bool canUnderstand (InputStream& input);
	const Image decodeImage (InputStream& input);
	bool writeImageToStream (const Image& sourceImage, OutputStream& destStream);
};

/**
	A subclass of ImageFileFormat for reading and writing JPEG files.

	@see ImageFileFormat, PNGImageFormat
*/
class JUCE_API  JPEGImageFormat  : public ImageFileFormat
{
public:

	JPEGImageFormat();
	~JPEGImageFormat();

	/** Specifies the quality to be used when writing a JPEG file.

		@param newQuality  a value 0 to 1.0, where 0 is low quality, 1.0 is best, or
						   any negative value is "default" quality
	*/
	void setQuality (float newQuality);

	const String getFormatName();
	bool canUnderstand (InputStream& input);
	const Image decodeImage (InputStream& input);
	bool writeImageToStream (const Image& sourceImage, OutputStream& destStream);

private:
	float quality;
};

/**
	A subclass of ImageFileFormat for reading GIF files.

	@see ImageFileFormat, PNGImageFormat, JPEGImageFormat
*/
class JUCE_API  GIFImageFormat  : public ImageFileFormat
{
public:

	GIFImageFormat();
	~GIFImageFormat();

	const String getFormatName();
	bool canUnderstand (InputStream& input);
	const Image decodeImage (InputStream& input);
	bool writeImageToStream (const Image& sourceImage, OutputStream& destStream);
};

#endif   // __JUCE_IMAGEFILEFORMAT_JUCEHEADER__
/*** End of inlined file: juce_ImageFileFormat.h ***/


#endif
#ifndef __JUCE_DELETEDATSHUTDOWN_JUCEHEADER__

#endif
#ifndef __JUCE_FILEBASEDDOCUMENT_JUCEHEADER__

/*** Start of inlined file: juce_FileBasedDocument.h ***/
#ifndef __JUCE_FILEBASEDDOCUMENT_JUCEHEADER__
#define __JUCE_FILEBASEDDOCUMENT_JUCEHEADER__

/**
	A class to take care of the logic involved with the loading/saving of some kind
	of document.

	There's quite a lot of tedious logic involved in writing all the load/save/save-as
	functions you need for documents that get saved to a file, so this class attempts
	to abstract most of the boring stuff.

	Your subclass should just implement all the pure virtual methods, and you can
	then use the higher-level public methods to do the load/save dialogs, to warn the user
	about overwriting files, etc.

	The document object keeps track of whether it has changed since it was last saved or
	loaded, so when you change something, call its changed() method. This will set a
	flag so it knows it needs saving, and will also broadcast a change message using the
	ChangeBroadcaster base class.

	@see ChangeBroadcaster
*/
class JUCE_API FileBasedDocument  : public ChangeBroadcaster
{
public:
	/** Creates a FileBasedDocument.

		@param fileExtension            the extension to use when loading/saving files, e.g. ".doc"
		@param fileWildCard             the wildcard to use in file dialogs, e.g. "*.doc"
		@param openFileDialogTitle      the title to show on an open-file dialog, e.g. "Choose a file to open.."
		@param saveFileDialogTitle      the title to show on an save-file dialog, e.g. "Choose a file to save as.."
	*/
	FileBasedDocument (const String& fileExtension,
					   const String& fileWildCard,
					   const String& openFileDialogTitle,
					   const String& saveFileDialogTitle);

	/** Destructor. */
	virtual ~FileBasedDocument();

	/** Returns true if the changed() method has been called since the file was
		last saved or loaded.

		@see resetChangedFlag, changed
	*/
	bool hasChangedSinceSaved() const			   { return changedSinceSave; }

	/** Called to indicate that the document has changed and needs saving.

		This method will also trigger a change message to be sent out using the
		ChangeBroadcaster base class.

		After calling the method, the hasChangedSinceSaved() method will return true, until
		it is reset either by saving to a file or using the resetChangedFlag() method.

		@see hasChangedSinceSaved, resetChangedFlag
	*/
	virtual void changed();

	/** Sets the state of the 'changed' flag.

		The 'changed' flag is set to true when the changed() method is called - use this method
		to reset it or to set it without also broadcasting a change message.

		@see changed, hasChangedSinceSaved
	*/
	void setChangedFlag (bool hasChanged);

	/** Tries to open a file.

		If the file opens correctly, the document's file (see the getFile() method) is set
		to this new one; if it fails, the document's file is left unchanged, and optionally
		a message box is shown telling the user there was an error.

		@returns true if the new file loaded successfully
		@see loadDocument, loadFromUserSpecifiedFile
	*/
	bool loadFrom (const File& fileToLoadFrom,
				   bool showMessageOnFailure);

	/** Asks the user for a file and tries to load it.

		This will pop up a dialog box using the title, file extension and
		wildcard specified in the document's constructor, and asks the user
		for a file. If they pick one, the loadFrom() method is used to
		try to load it, optionally showing a message if it fails.

		@returns	true if a file was loaded; false if the user cancelled or if they
					picked a file which failed to load correctly
		@see loadFrom
	*/
	bool loadFromUserSpecifiedFile (bool showMessageOnFailure);

	/** A set of possible outcomes of one of the save() methods
	*/
	enum SaveResult
	{
		savedOk = 0,		/**< indicates that a file was saved successfully. */
		userCancelledSave,	  /**< indicates that the user aborted the save operation. */
		failedToWriteToFile	 /**< indicates that it tried to write to a file but this failed. */
	};

	/** Tries to save the document to the last file it was saved or loaded from.

		This will always try to write to the file, even if the document isn't flagged as
		having changed.

		@param askUserForFileIfNotSpecified	 if there's no file currently specified and this is
												true, it will prompt the user to pick a file, as if
												saveAsInteractive() was called.
		@param showMessageOnFailure		 if true it will show a warning message when if the
												save operation fails
		@see saveIfNeededAndUserAgrees, saveAs, saveAsInteractive
	*/
	SaveResult save (bool askUserForFileIfNotSpecified,
					 bool showMessageOnFailure);

	/** If the file needs saving, it'll ask the user if that's what they want to do, and save
		it if they say yes.

		If you've got a document open and want to close it (e.g. to quit the app), this is the
		method to call.

		If the document doesn't need saving it'll return the value savedOk so
		you can go ahead and delete the document.

		If it does need saving it'll prompt the user, and if they say "discard changes" it'll
		return savedOk, so again, you can safely delete the document.

		If the user clicks "cancel", it'll return userCancelledSave, so if you can abort the
		close-document operation.

		And if they click "save changes", it'll try to save and either return savedOk, or
		failedToWriteToFile if there was a problem.

		@see save, saveAs, saveAsInteractive
	*/
	SaveResult saveIfNeededAndUserAgrees();

	/** Tries to save the document to a specified file.

		If this succeeds, it'll also change the document's internal file (as returned by
		the getFile() method). If it fails, the file will be left unchanged.

		@param newFile			  the file to try to write to
		@param warnAboutOverwritingExistingFiles	if true and the file exists, it'll ask
											the user first if they want to overwrite it
		@param askUserForFileIfNotSpecified if the file is non-existent and this is true, it'll
											use the saveAsInteractive() method to ask the user for a
											filename
		@param showMessageOnFailure	 if true and the write operation fails, it'll show
											a message box to warn the user
		@see saveIfNeededAndUserAgrees, save, saveAsInteractive
	*/
	SaveResult saveAs (const File& newFile,
					   bool warnAboutOverwritingExistingFiles,
					   bool askUserForFileIfNotSpecified,
					   bool showMessageOnFailure);

	/** Prompts the user for a filename and tries to save to it.

		This will pop up a dialog box using the title, file extension and
		wildcard specified in the document's constructor, and asks the user
		for a file. If they pick one, the saveAs() method is used to try to save
		to this file.

		@param warnAboutOverwritingExistingFiles	if true and the file exists, it'll ask
											the user first if they want to overwrite it
		@see saveIfNeededAndUserAgrees, save, saveAs
	*/
	SaveResult saveAsInteractive (bool warnAboutOverwritingExistingFiles);

	/** Returns the file that this document was last successfully saved or loaded from.

		When the document object is created, this will be set to File::nonexistent.

		It is changed when one of the load or save methods is used, or when setFile()
		is used to explicitly set it.
	*/
	const File getFile() const				  { return documentFile; }

	/** Sets the file that this document thinks it was loaded from.

		This won't actually load anything - it just changes the file stored internally.

		@see getFile
	*/
	void setFile (const File& newFile);

protected:

	/** Overload this to return the title of the document.

		This is used in message boxes, filenames and file choosers, so it should be
		something sensible.
	*/
	virtual const String getDocumentTitle() = 0;

	/** This method should try to load your document from the given file.

		If it fails, it should return an error message. If it succeeds, it should return
		an empty string.
	*/
	virtual const String loadDocument (const File& file) = 0;

	/** This method should try to write your document to the given file.

		If it fails, it should return an error message. If it succeeds, it should return
		an empty string.
	*/
	virtual const String saveDocument (const File& file) = 0;

	/** This is used for dialog boxes to make them open at the last folder you
		were using.

		getLastDocumentOpened() and setLastDocumentOpened() are used to store
		the last document that was used - you might want to store this value
		in a static variable, or even in your application's properties. It should
		be a global setting rather than a property of this object.

		This method works very well in conjunction with a RecentlyOpenedFilesList
		object to manage your recent-files list.

		As a default value, it's ok to return File::nonexistent, and the document
		object will use a sensible one instead.

		@see RecentlyOpenedFilesList
	*/
	virtual const File getLastDocumentOpened() = 0;

	/** This is used for dialog boxes to make them open at the last folder you
		were using.

		getLastDocumentOpened() and setLastDocumentOpened() are used to store
		the last document that was used - you might want to store this value
		in a static variable, or even in your application's properties. It should
		be a global setting rather than a property of this object.

		This method works very well in conjunction with a RecentlyOpenedFilesList
		object to manage your recent-files list.

		@see RecentlyOpenedFilesList
	*/
	virtual void setLastDocumentOpened (const File& file) = 0;

public:

	juce_UseDebuggingNewOperator

private:

	File documentFile;
	bool changedSinceSave;
	String fileExtension, fileWildcard, openFileDialogTitle, saveFileDialogTitle;

	FileBasedDocument (const FileBasedDocument&);
	FileBasedDocument& operator= (const FileBasedDocument&);
};

#endif   // __JUCE_FILEBASEDDOCUMENT_JUCEHEADER__
/*** End of inlined file: juce_FileBasedDocument.h ***/


#endif
#ifndef __JUCE_PROPERTIESFILE_JUCEHEADER__

#endif
#ifndef __JUCE_RECENTLYOPENEDFILESLIST_JUCEHEADER__

/*** Start of inlined file: juce_RecentlyOpenedFilesList.h ***/
#ifndef __JUCE_RECENTLYOPENEDFILESLIST_JUCEHEADER__
#define __JUCE_RECENTLYOPENEDFILESLIST_JUCEHEADER__

/**
	Manages a set of files for use as a list of recently-opened documents.

	This is a handy class for holding your list of recently-opened documents, with
	helpful methods for things like purging any non-existent files, automatically
	adding them to a menu, and making persistence easy.

	@see File, FileBasedDocument
*/
class JUCE_API  RecentlyOpenedFilesList
{
public:

	/** Creates an empty list.
	*/
	RecentlyOpenedFilesList();

	/** Destructor. */
	~RecentlyOpenedFilesList();

	/** Sets a limit for the number of files that will be stored in the list.

		When addFile() is called, then if there is no more space in the list, the
		least-recently added file will be dropped.

		@see getMaxNumberOfItems
	*/
	void setMaxNumberOfItems (int newMaxNumber);

	/** Returns the number of items that this list will store.
		@see setMaxNumberOfItems
	*/
	int getMaxNumberOfItems() const throw()				 { return maxNumberOfItems; }

	/** Returns the number of files in the list.

		The most recently added file is always at index 0.
	*/
	int getNumFiles() const;

	/** Returns one of the files in the list.

		The most recently added file is always at index 0.
	*/
	const File getFile (int index) const;

	/** Returns an array of all the absolute pathnames in the list.
	*/
	const StringArray& getAllFilenames() const throw()		  { return files; }

	/** Clears all the files from the list. */
	void clear();

	/** Adds a file to the list.

		The file will be added at index 0. If this file is already in the list, it will
		be moved up to index 0, but a file can only appear once in the list.

		If the list already contains the maximum number of items that is permitted, the
		least-recently added file will be dropped from the end.
	*/
	void addFile (const File& file);

	/** Checks each of the files in the list, removing any that don't exist.

		You might want to call this after reloading a list of files, or before putting them
		on a menu.
	*/
	void removeNonExistentFiles();

	/** Adds entries to a menu, representing each of the files in the list.

		This is handy for creating an "open recent file..." menu in your app. The
		menu items are numbered consecutively starting with the baseItemId value,
		and can either be added as complete pathnames, or just the last part of the
		filename.

		If dontAddNonExistentFiles is true, then each file will be checked and only those
		that exist will be added.

		If filesToAvoid is non-zero, then it is considered to be a zero-terminated array of
		pointers to file objects. Any files that appear in this list will not be added to the
		menu - the reason for this is that you might have a number of files already open, so
		might not want these to be shown in the menu.

		It returns the number of items that were added.
	*/
	int createPopupMenuItems (PopupMenu& menuToAddItemsTo,
							  int baseItemId,
							  bool showFullPaths,
							  bool dontAddNonExistentFiles,
							  const File** filesToAvoid = 0);

	/** Returns a string that encapsulates all the files in the list.

		The string that is returned can later be passed into restoreFromString() in
		order to recreate the list. This is handy for persisting your list, e.g. in
		a PropertiesFile object.

		@see restoreFromString
	*/
	const String toString() const;

	/** Restores the list from a previously stringified version of the list.

		Pass in a stringified version created with toString() in order to persist/restore
		your list.

		@see toString
	*/
	void restoreFromString (const String& stringifiedVersion);

	juce_UseDebuggingNewOperator

private:

	StringArray files;
	int maxNumberOfItems;
};

#endif   // __JUCE_RECENTLYOPENEDFILESLIST_JUCEHEADER__
/*** End of inlined file: juce_RecentlyOpenedFilesList.h ***/


#endif
#ifndef __JUCE_SELECTEDITEMSET_JUCEHEADER__

#endif
#ifndef __JUCE_SYSTEMCLIPBOARD_JUCEHEADER__

/*** Start of inlined file: juce_SystemClipboard.h ***/
#ifndef __JUCE_SYSTEMCLIPBOARD_JUCEHEADER__
#define __JUCE_SYSTEMCLIPBOARD_JUCEHEADER__

/**
	Handles reading/writing to the system's clipboard.
*/
class JUCE_API  SystemClipboard
{
public:
	/** Copies a string of text onto the clipboard */
	static void copyTextToClipboard (const String& text);

	/** Gets the current clipboard's contents.

		Obviously this might have come from another app, so could contain
		anything..
	*/
	static const String getTextFromClipboard();
};

#endif   // __JUCE_SYSTEMCLIPBOARD_JUCEHEADER__
/*** End of inlined file: juce_SystemClipboard.h ***/


#endif
#ifndef __JUCE_UNDOABLEACTION_JUCEHEADER__

#endif
#ifndef __JUCE_UNDOMANAGER_JUCEHEADER__

#endif
#ifndef __JUCE_UNITTEST_JUCEHEADER__

/*** Start of inlined file: juce_UnitTest.h ***/
#ifndef __JUCE_UNITTEST_JUCEHEADER__
#define __JUCE_UNITTEST_JUCEHEADER__

class UnitTestRunner;

/**
	This is a base class for classes that perform a unit test.

	To write a test using this class, your code should look something like this:

	@code
	class MyTest  : public UnitTest
	{
	public:
		MyTest()  : UnitTest ("Foobar testing") {}

		void runTest()
		{
			beginTest ("Part 1");

			expect (myFoobar.doesSomething());
			expect (myFoobar.doesSomethingElse());

			beginTest ("Part 2");

			expect (myOtherFoobar.doesSomething());
			expect (myOtherFoobar.doesSomethingElse());

			...etc..
		}
	};

	// Creating a static instance will automatically add the instance to the array
	// returned by UnitTest::getAllTests(), so the test will be included when you call
	// UnitTestRunner::runAllTests()
	static MyTest test;
	@endcode

	To run a test, use the UnitTestRunner class.

	@see UnitTestRunner
*/
class JUCE_API  UnitTest
{
public:

	/** Creates a test with the given name. */
	explicit UnitTest (const String& name);

	/** Destructor. */
	virtual ~UnitTest();

	/** Returns the name of the test. */
	const String getName() const throw()	{ return name; }

	/** Runs the test, using the specified UnitTestRunner.
		You shouldn't need to call this method directly - use
		UnitTestRunner::runTests() instead.
	*/
	void performTest (UnitTestRunner* runner);

	/** Returns the set of all UnitTest objects that currently exist. */
	static Array<UnitTest*>& getAllTests();

	/** You can optionally implement this method to set up your test.
		This method will be called before runTest().
	*/
	virtual void initialise();

	/** You can optionally implement this method to clear up after your test has been run.
		This method will be called after runTest() has returned.
	*/
	virtual void shutdown();

	/** Implement this method in your subclass to actually run your tests.

		The content of your implementation should call beginTest() and expect()
		to perform the tests.
	*/
	virtual void runTest() = 0;

	/** Tells the system that a new subsection of tests is beginning.
		This should be called from your runTest() method, and may be called
		as many times as you like, to demarcate different sets of tests.
	*/
	void beginTest (const String& testName);

	/** Checks that the result of a test is true, and logs this result.

		In your runTest() method, you should call this method for each condition that
		you want to check, e.g.

		@code
		void runTest()
		{
			beginTest ("basic tests");
			expect (x + y == 2);
			expect (getThing() == someThing);
			...etc...
		}
		@endcode

		If testResult is true, a pass is logged; if it's false, a failure is logged.
		If the failure message is specified, it will be written to the log if the test fails.
	*/
	void expect (bool testResult, const String& failureMessage = String::empty);

	/** Compares two values, and if they don't match, prints out a message containing the
		expected and actual result values.
	*/
	template <class ValueType>
	void expectEquals (ValueType actual, ValueType expected, String failureMessage = String::empty)
	{
		const bool result = (actual == expected);

		if (! result)
		{
			if (failureMessage.isNotEmpty())
				failureMessage << " -- ";

			failureMessage << "Expected value: " << expected << ", Actual value: " << actual;
		}

		expect (result, failureMessage);
	}

	/** Writes a message to the test log.
		This can only be called from within your runTest() method.
	*/
	void logMessage (const String& message);

private:

	const String name;
	UnitTestRunner* runner;

	UnitTest (const UnitTest&);
	UnitTest& operator= (const UnitTest&);
};

/**
	Runs a set of unit tests.

	You can instantiate one of these objects and use it to invoke tests on a set of
	UnitTest objects.

	By using a subclass of UnitTestRunner, you can intercept logging messages and
	perform custom behaviour when each test completes.

	@see UnitTest
*/
class JUCE_API  UnitTestRunner
{
public:

	/** */
	UnitTestRunner();

	/** Destructor. */
	virtual ~UnitTestRunner();

	/** Runs a set of tests.

		The tests are performed in order, and the results are logged. To run all the
		registered UnitTest objects that exist, use runAllTests().
	*/
	void runTests (const Array<UnitTest*>& tests, bool assertOnFailure);

	/** Runs all the UnitTest objects that currently exist.
		This calls runTests() for all the objects listed in UnitTest::getAllTests().
	*/
	void runAllTests (bool assertOnFailure);

	/** Contains the results of a test.

		One of these objects is instantiated each time UnitTest::beginTest() is called, and
		it contains details of the number of subsequent UnitTest::expect() calls that are
		made.
	*/
	struct TestResult
	{
		/** The main name of this test (i.e. the name of the UnitTest object being run). */
		String unitTestName;
		/** The name of the current subcategory (i.e. the name that was set when UnitTest::beginTest() was called). */
		String subcategoryName;

		/** The number of UnitTest::expect() calls that succeeded. */
		int passes;
		/** The number of UnitTest::expect() calls that failed. */
		int failures;

		/** A list of messages describing the failed tests. */
		StringArray messages;
	};

	/** Returns the number of TestResult objects that have been performed.
		@see getResult
	*/
	int getNumResults() const throw();

	/** Returns one of the TestResult objects that describes a test that has been run.
		@see getNumResults
	*/
	const TestResult* getResult (int index) const throw();

protected:
	/** Called when the list of results changes.
		You can override this to perform some sort of behaviour when results are added.
	*/
	virtual void resultsUpdated();

	/** Logs a message about the current test progress.
		By default this just writes the message to the Logger class, but you could override
		this to do something else with the data.
	*/
	virtual void logMessage (const String& message);

private:

	friend class UnitTest;

	UnitTest* currentTest;
	String currentSubCategory;
	OwnedArray <TestResult, CriticalSection> results;
	bool assertOnFailure;

	void beginNewTest (UnitTest* test, const String& subCategory);
	void endTest();

	void addPass();
	void addFail (const String& failureMessage);

	UnitTestRunner (const UnitTestRunner&);
	UnitTestRunner& operator= (const UnitTestRunner&);
};

#endif   // __JUCE_UNITTEST_JUCEHEADER__
/*** End of inlined file: juce_UnitTest.h ***/


#endif

#endif
/*** End of inlined file: juce_app_includes.h ***/


#endif

#if JUCE_MSVC
  #pragma warning (pop)
  #pragma pack (pop)
#endif

END_JUCE_NAMESPACE

#ifndef DONT_SET_USING_JUCE_NAMESPACE
#ifdef JUCE_NAMESPACE

  // this will obviously save a lot of typing, but can be disabled by
  // defining DONT_SET_USING_JUCE_NAMESPACE, in case there are conflicts.
  using namespace JUCE_NAMESPACE;

  /* On the Mac, these symbols are defined in the Mac libraries, so
	 these macros make it easier to reference them without writing out
	 the namespace every time.

	 If you run into difficulties where these macros interfere with the contents
	 of 3rd party header files, you may need to use the juce_WithoutMacros.h file - see
	 the comments in that file for more information.
  */
  #if (JUCE_MAC || JUCE_IOS) && ! JUCE_DONT_DEFINE_MACROS
	#define Component	   JUCE_NAMESPACE::Component
	#define MemoryBlock	 JUCE_NAMESPACE::MemoryBlock
	#define Point	   JUCE_NAMESPACE::Point
	#define Button	  JUCE_NAMESPACE::Button
  #endif

  /* "Rectangle" is defined in some of the newer windows header files, so this makes
	 it easier to use the juce version explicitly.

	 If you run into difficulties where this macro interferes with other 3rd party header
	 files, you may need to use the juce_WithoutMacros.h file - see the comments in that
	 file for more information.
  */
  #if JUCE_WINDOWS && ! JUCE_DONT_DEFINE_MACROS
	#define Rectangle	   JUCE_NAMESPACE::Rectangle
  #endif
#endif
#endif

/* Easy autolinking to the right JUCE libraries under win32.

   Note that this can be disabled by defining DONT_AUTOLINK_TO_JUCE_LIBRARY before
   including this header file.
*/
#if JUCE_MSVC

  #ifndef DONT_AUTOLINK_TO_JUCE_LIBRARY

	/** If you want your application to link to Juce as a DLL instead of
		a static library (on win32), just define the JUCE_DLL macro before
		including juce.h
	*/
	#ifdef JUCE_DLL
	  #if JUCE_DEBUG
		#define AUTOLINKEDLIB "JUCE_debug.lib"
	  #else
		#define AUTOLINKEDLIB "JUCE.lib"
	  #endif
	#else
	  #if JUCE_DEBUG
		#ifdef _WIN64
		  #define AUTOLINKEDLIB "jucelib_static_x64_debug.lib"
		#else
		  #define AUTOLINKEDLIB "jucelib_static_Win32_debug.lib"
		#endif
	  #else
		#ifdef _WIN64
		  #define AUTOLINKEDLIB "jucelib_static_x64.lib"
		#else
		  #define AUTOLINKEDLIB "jucelib_static_Win32.lib"
		#endif
	  #endif
	#endif

	#pragma comment(lib, AUTOLINKEDLIB)

	#if ! DONT_LIST_JUCE_AUTOLINKEDLIBS
	  #pragma message("JUCE! Library to link to: " AUTOLINKEDLIB)
	#endif

	// Auto-link the other win32 libs that are needed by library calls..
	#if ! (defined (DONT_AUTOLINK_TO_WIN32_LIBRARIES) || defined (JUCE_DLL))

/*** Start of inlined file: juce_win32_AutoLinkLibraries.h ***/
// Auto-links to various win32 libs that are needed by library calls..
#pragma comment(lib, "kernel32.lib")
#pragma comment(lib, "user32.lib")
#pragma comment(lib, "shell32.lib")
#pragma comment(lib, "gdi32.lib")
#pragma comment(lib, "vfw32.lib")
#pragma comment(lib, "comdlg32.lib")
#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "wininet.lib")
#pragma comment(lib, "ole32.lib")
#pragma comment(lib, "oleaut32.lib")
#pragma comment(lib, "advapi32.lib")
#pragma comment(lib, "ws2_32.lib")
#pragma comment(lib, "version.lib")

#ifdef _NATIVE_WCHAR_T_DEFINED
 #ifdef _DEBUG
  #pragma comment(lib, "comsuppwd.lib")
 #else
  #pragma comment(lib, "comsuppw.lib")
 #endif
#else
 #ifdef _DEBUG
  #pragma comment(lib, "comsuppd.lib")
 #else
  #pragma comment(lib, "comsupp.lib")
 #endif
#endif

#if JUCE_OPENGL
 #pragma comment(lib, "OpenGL32.Lib")
 #pragma comment(lib, "GlU32.Lib")
#endif

#if JUCE_QUICKTIME
 #pragma comment (lib, "QTMLClient.lib")
#endif

#if JUCE_USE_CAMERA
 #pragma comment (lib, "Strmiids.lib")
 #pragma comment (lib, "wmvcore.lib")
#endif

#if JUCE_DIRECT2D
 #pragma comment (lib, "Dwrite.lib")
 #pragma comment (lib, "D2d1.lib")
#endif
/*** End of inlined file: juce_win32_AutoLinkLibraries.h ***/


	#endif

  #endif

#endif

#endif   // __JUCE_JUCEHEADER__
/*** End of inlined file: juce.h ***/

#endif   // __JUCE_AMALGAMATED_TEMPLATE_JUCEHEADER__
